I read on MassivelyOP that Shroud of the Avatar was having a free trial “test” (whatever that is) so I downloaded the game and tried it out last weekend. I’ve seen increasing buzz about the game and I was curious to see if there was anything to it.
I only played for about an hour, and while I can’t say I was dying to play more, I did find it interesting enough to leave it on my games to continue watching. It had a number of things you just don’t find in traditional MMORPGs.
The biggest problem (or perhaps feature) I saw was that the game felt a lot more like a single-player game than an MMORPG to me. I didn’t see any compelling reason to play it in the multiplayer environment. There is a single-player offline mode and a single-player online mode. And for those people who actually have gaming friends, there is also a friends-only online mode. I can’t imagine why anyone would play in any other mode. In this day and age, strangers rarely do much to enhance my online games.
Still, I played the multiplayer online just to see it. I saw a grand total of perhaps a dozen people in the game, most of whom were fellow visitors. Nobody tried to talk to me or emote at me or even look at me, as far as I could tell. Most everyone was interacting with an NPC.
The game’s conceit* is a bit of a cliche, if you ask me, but it’s at least worth mentioning: Your character finds the game world on the Internet, basically. That is, your character finds arcane texts and rituals and whatnot on the Internet, invokes them, and is pulled into the game world. I don’t think it’s ever been done before in an MMORPG (with the possible exception of The Secret World), but it certainly has been done a lot in fiction. (The Thomas Covenant series and Alan Dean Foster’s Spellsinger books are two that immediately spring to mind.) I even wrote a short story once with that cliche myself.
After the cut scene that sets up how you found Britannia on the Internet, the game starts with an unusual character selection process. The “Oracle” asks you a series of questions to decide your class. I didn’t care for it, honestly. The game tells you that you should play an archer if you’re new, no matter what you picked. Regardless of what you pick, the mechanics appear to be skill-based, not class-based. I give them points for that, at least. I greatly prefer skill-based games. Now that I’m writing this, I wish I’d looked more closely into the character system.
NPC interaction is done through Morrowind-style hyperlinked text. I thought it was an interesting concept in Morrowind where you have all the time in the world to read NPC text and respond but I don’t see it working that well in a modern MMORPG scenario. I especially don’t like typing responses to NPCs. We as a species have evolved beyond Zork-style RPG interfaces, in my opinion. I suspect they got a lot of negative feedback about the typing because there are also selections you can click on so you don’t have to type anything.
After character selection you’re taken to a solo instance to teach you the basics of the game. You get to run around a burning village and rescue a kid (or not, if you want). There were a surprising number of things you could do in the little instance if you looked around.
Combat is very, very strange. The game tells you to point at targets and shoot them, but in fact you can point anywhere and still shoot your target. Somehow you “lock on” to a target and your arrows go there no matter what direction you’re pointing. I’m not sure I can explain it. It’s a weird hybrid of tab-targetting and action combat.
When you finish the burning village instance, you click on a boat and warp to the starter village, and at this point I started to wonder about the technical implementation of this game. It’s pretty clear that you’re always in an “instance” of some kind, and never in a big open seamless world like you’d expect in an MMORPG. (Though honestly, very few MMORPGs do seamless worlds any more.) The starter town is an instance with fixed boundaries. When you leave the starter town you enter an “overland map” instance where you move your tiny little avatar like a Monopoly game piece around. When you get to a place of interest you transition out of the overland map back into another instance. And so on and so on. It feels very much like a single-player game, like Dragon Age, for example.
I understand this game is built from the Unity engine, so it’s not that surprising to see it running into technical limitations with large seamless maps. As far as I know, nobody has ever implemented a full-blown MMORPG with Unity. (Not at the AAA level at least.)
Graphically, the game looks decent, if not great. It’s good enough that it wouldn’t stop me from playing it, and maybe even good enough to become immersed in the world. (I didn’t take a single screenshot while I was playing the trial though. The images in this post were grabbed from the video I recorded.) Character animations weren’t that great, though. The jumping animation made me laugh.
I’m glad I looked at it but I suppose I was left more puzzled than anything. It really feels like a single-player game that they’re trying to convince people is an MMORPG. I don’t mean that in a bad way. I feel like they would be more successful marketing it as a co-op RPG. I mean it feels like a game that was literally designed from the ground up to be a single-player RPG. I don’t understand why they wouldn’t try to sell it that way.
- I’m embarrassed that I used the word “conceit” in a sentence like that.