Warhammer Online is the most schizophrenic game in recent memory. I’ve had a couple two hour sessions with it so far, and they’re almost different games entirely.
In one session, I got a Shaman up to level 5. I only saw a couple other players the whole time. Around level 3, I entered a queue for a “scenario” (think WoW battleground: big 10v10 or XvX fight, capture and hold). I stumbled across several areas which notified me they were “public quests”. These areas were just as desolate as the others, in terms of players, but contained giant monsters that squashed me flat. I learned to steer clear. I stopped playing about halfway through level five, over an hour after joining the battleground queue– which still hadn’t started.
In short, the whole experience was a bit of a letdown. Warhammer has so many small improvements over low-level WoW, that there isn’t room to go into them here. WoW can learn a lot. But at heart, I’m done with the PvE grinding experience, no matter how easy your quests are or how exciting your environments look. I’m not going to pay $15 a month to collect 5 stunty beards.
I also leveled a Bright Wizard to 6, on a different night, different server, and different faction. Over the course of the evening, I completed a pair of public quests with lively groups of players, and was rewarded for my efforts with lots of experience, loot, and other increasing numbers of unknown purpose. I cranked through a quick level or two with a couple runs through a battleground, which was fantastic 10v10 fun: my suicidal wizard set dozens of foes afire, using maxed-out spells that would frequently backfire. Solo PvE quests worked to create a structure around all of this, moving me from place to place, and enjoyably passing the time between battlegrounds and public quests.
When Warhammer is “on”, it’s a truly fantastic game. There’s simply no contest between the new character experiences in WAR and WoW: Warhammer has set totally new expectations for the MMO experience. It should be– shockingly– fun from the beginning. It should also be social from the beginning, not in some tacked-on endgame that appears after 100 hours of social play. WoW, take notes.
On the flip side, all of the problems I encountered with my Shaman are self-evident design problems that I’m sure their designers saw three years ago. Were the solutions too intractable? Were the fixes worse than the problems? Or simply beyond their capabilities? Unless they pull something out of their hats, the problem of poorly populated or balanced lower level zones will only get worse over time.