Sunday, December 22, 2013

Super Nerd Sunday Presents: Neverwinter is Pretty Alright!



There's a practicality to my love for free to play games: they're free to play, so why not play them?  But there's also something curious about their design.  Free-to-play games don't generate revenue by appealing to a large audience.  They generate revenue by engaging with an existing audience for an extended period of time.  Free-to-play games have to be fun to play, and they have to be fun to play for a good long while if they want to make any kind of return on investment.



Mechwarrior: Online is fun to play, or at least, I find it fun to play.  The recent slough of negative reviews remain somewhat puzzling to me, not just in their scoring, but in their discussion of the game itself (one of them referred to a free-to-play game as 'unreasonably expensive' in an excerpt).  But I've been playing Mechwarrior: Online for almost eight months.  Sometimes I need to take a break.  Sometimes I take a break with things like Battlefield 4, but the competitive twitchiness of Battlefield 4 can be a bit much for me.  So I found a new free-to-play game with some nice slow burning actiony play and a solid grindy progression.  I started playing Neverwinter.



Neverwinter, to those unfamiliar (as I was) is a free-to-play D&D action/RPG MMO, heavy on the RPG side - it plays a lot like Star Wars: The Old Republic, but without large scale faction warfare, with a lot fewer classes, and without full cutscenes.  Its primary draw is the D&D/Forgotten Realms license: people love Dungeons and Dragons, and people love the Forgotten Realms flavor of Dungeons and Dragons particularly well (or at least, video games have explored that particular setting especially thoroughly) and so Neverwinter gives gamers who are bummed out about a general lack of new D&D games with an endless slough of new experiences to play through (Neverwinter has been trickling out content and sports a robust tool set that lets users build adventures, or "modules," for other players to explore).



There's a catch, of course: Neverwinter is extremely limited in every way.  Players only have access to six classes, two of which are technically just different specializations of the same class.  While players have, in turn, access to a decent number of character races, nerds may be disappointed at the array of available races, and by the translation of a few of the races into the game.  While they're varied, there's no point buy system, so the venerable (and, in a sense, shitty) random-roll system of characer generation is at work here, which can be problematic for an MMO.  None of this should sound terribly limiting for a free game (though, if you're like me, you'll be grinding your teeth as you re-roll until your stats work out just right) but all of these character combinations are rooted in a game that only gives you two character slots.  Since you'll spend a lot of time with each character, this isn't that big a deal, but you level up quickly in Neverwinter, and a great deal of the content being developed for the game appears to be focused on the end-game - Neverwinter is about epic content, as many Forgotten Realms computer games have been in the past.



These draconian limits on character slots mean you're effectively just trying the game out for free.  If you want to get into the real meat of it (playing multiple characters up to and past level 60) you'll need to buy some in-game currency that can in turn be spent on character slots, and other goodies.  It's a brilliant strategy - the core game itself is largely free of "pay to play" iterations, but layers of it are totally mired in them, to the point that my brain doesn't even acknowledge their existence.  While I'm enjoying the game just fine, I don't plan to play another character after I max out my Trickster Rogue, and I'm okay with that.  The game seems okay with that too: it just wants me to stick around and sink some more hours in.  My playing gives other people someone to play with, and if one person who spends money is part of a five man group, I get the sense that developer Cryptic will be just fine.



There are some pretty mercenary attempts at getting me to spend money, invasive ones like "Rusted Lock Boxes" that require me to spend real world money to open them.  These lock boxes contain all sorts of neat goodies, and they're fairly cheap to open (and frequently occurring) - they're a bit like slot machines, and they appear everywhere.  Likewise, trade skills appear to rely on non-standard currencies and, given their prominence in the game's menu system (it's easier to navigate your trade skill menu than it is to navigate things like Paragon Trees and Feats) it's clear that Cryptic hopes you'll spend money on them.  But, as I said, these things are occluded by a game which is, by and large, just fun to play.



The parallels with SW:TOR are abundant: play occurs quickly and varies dramatically according to class.  My Trickster Rogue plays on attacking rapidly and repeatedly for decent damage, then exploding with a few well placed hits.  It's very similar to playing a Marauder or Sentinel in SW:TOR, but I'm a rogue, not a Sith, or whatever.  It's a matter of flavor, and a distinction in how powers develop.  SW:TOR is about an ever expanding scope of powers, while Neverwinter is about giving you tools you can play with.



See Neverwinter plays with Dungeons and Dragons' 4th Edition Powers system, which sets some pretty strict limits on how many powers a given character can have at any given moment.  Characters can swap out powers more or less as they like, but they'll never have more than a handful (in Neverwinter's case, it's 7) at one time.  As such, the game becomes less about learning when and how to use every tool in your arsenal (the way that SW:TOR is) and more about learning which tools you want to use under which circumstances.  If you're fighting a lot of enemies that do AOE damage immediately around themselves you'll want to set your rogue up with ranged powers that debuff enemies and do AOE damage in response.  If you're fighting big monsters with tons of HP and directional attacks with massive cast-times and cool-downs, you'll want to spec up your ability to dodge and change location and pack a bundle of direct damage powers.



It's a neat tactical layer and, beyond the setting, what realls makes the game original: for the most part, you've actually seen everything Neverwinter is doing before.  This isn't a bad thing, make no mistake.  Neverwinter is an example of iterative game design at its best.  It understands what other games do well, and it makes those things its focus.  It even repackages them in a way that might get past some players, but it's not being overly tricky about it: you've got a set of swapping companions that level up with you, a set of trade skills that occur without you really doing anything, gear that tweaks up bit by bit.  It's easy to play, easy to engage with, easy to understand.  Its familiarity is a kind of comfort.



But it's not without its pitfalls: this familiarity, paired with what might be considered the most generic Dungeons and Dragons setting (in contemporary play I'd contend that Forgotten Realms has displaced Greyhawk, though they're both seminal considerations of contemporary fantasy settings and the psychology behind them) might leave players feeling like there isn't really a whole lot going on behind the mechanics themselves.  The quests will feel generic, the dialogue is incredibly skippable (in fact, it feels like the developers just want you to skip as much of it as possible) and the narrative itself, the thing that Dungeons and Dragons is supposed to excel at, is generic as all get out: there's an evil lich, she's attacking the city.  There's some more ambiguity in there too, but it's pretty light: maybe the current king of Neverwinter isn't the nicest dude, who knows.  It'll seem pretty familiar to anyone who remembers the Waterdeep focused Gold Box RPGs, or even the infuriating Eye of the Beholder first person dungeon crawler that snapped controllers and promoted unnecessarily peripherals on SNES in the 90s.



But all that said, it's free.  And that's an important thing to remember: Neverwinter is a free to play game, designed from the ground up to be free.  Players looking for a story, unperturbed by the removal of "rest XP" from SW:TOR, would be better served to give their time to Bioware, but the grind in SW:TOR can get heavy without the progression easing that "rest XP" brings.  Neverwinter presents a similar, simpler consideration of gameplay with lower stakes, less depth, and easier access overall - if you like D&D, or you just want a solid action RPG to test out over the holiday, you could do considerably worse.

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