Nov 4

My Weekend With Tabula Rasa

Category: Player POV, TR

HowlerMy beta impressions post of Richard Garriott’s game is still one of the more popular posts here on the site. (Especially with Foton’s recent love; thanks, man.) That said, the game has changed quite a bit since July. There’s a lot more polish on almost every single system. Since this is launch weekend, I decided I’d take some time to catalog the good and the bad of this first weekend of retail.

I’ve put in about eight hours of gameplay since Friday evening, and have reached the ripe old age of level 12. Obviously this is nowhere near ‘high end’ content, but I’ve already gotten a lot of mileage out of the game.

I have much the same overall impressions as I did back in July. “In short: Tabula Rasa is a fun, fluid, and un-samey take on the Massive genre. There are a ton of familiar signposts for the Massive gamer, but they’re couched in ways that are going to feel just different ‘enough’ that people are going to take notice. … I’m particularly concerned about the game from a business standpoint. Just the same, the short time I’ve had with this title has convinced me there are going to be a lot of people who will really enjoy this.”

Oh, and I still don’t think this game is worth $15 a month … but it might be worth $10.


First up, lets look at the good bits. I have a number of frustrations, but they do a number of things really very right.

I love the ‘holo-aesthetic’. I know this is just a question of art style, rather than a gameplay element, but the logos elements, the way that the repair tool looks … they’re all really neat. This is a sci-fi game, obviously, and this attractive component really slams home some of the coolness of this genre vs. fantasy. There’s even a nice ‘afk clock’ that shows up after you’ve been idle for a time. It counts down how long you have until you log out automagically, letting teammates and yourself know how long you’ve actually been away from the game.

I love the achievement-style quests. Many quests in the game show up unbidden, just by doing something cool. Kill you first Thrax solider? Bam, you get a quest. Kill a shield drone? Bam, get a quest. These are just simple kill quests, but in context they feel more like achievements in the Steam/Xbox Live model that your typical MMOG grinds. The Thrax solider one, for example, requires you to kill 200 soliders. That’s obviously not going to happen very quickly, but it’s one you can work at regularly just by adventuring in the area surrounding Alia Das, your first base of operations. The whole experience reminds me of what we’ve been promised for Warhammer Online - and that makes me mighty cheesed.

I love quest waypoints on the map. If a quest has a ‘go here’ element, the map will show you where to go. No guessing at directions from slow-bus NPCs, no wandering aimlessly … you just track your quest, follow the arrow, and go. It’s great. This game does waypoints as well as Star Wars Galaxies does, and these two games are essentially the only two games I think waypoints are done well. They also show available quests on the mini-map, a feature from EQ2 that I just lurve.

I love the inventory system. It’s a fixed space (at least at the beginning - they may allow you to expand it later), but it’s roomy. More importantly, there are four tabs on your inventory, each with an equal amount of space. Each tab is for a specific grouping of items: one tab is for weapons and armor, one is for equipment like ammo, medkits, one is for crafting supplies and schematics, and the last is for ‘random stuff’, like quest items or dropped junk off of enemies. It’s a simple organizational scheme, and I always know where my stuff is. It’s really nice. I completely wish we could but filters like this on bags in other games.

The dynamic spawns just work. The distinctive sound of a Thrax ship coming in, and the vibrant red glow of teleporting soldiers, quickly becomes something like a dinner bell for the Tabula Rasa player. This lore-sensitive way of spawning enemies not only looks cool, but really makes you feel like you’re in the middle of a war zone. A few times I’ve been present for a big rush on the control point near the memory tree, and it’s incredibly impressive to see. Four or five or six drop ships appear over head, the entire forest is limned in red, and then a giant Thrax brute rushes at your from behind his coalescing companions. It’s a sight to see.

I have a number of frustrations that feel like they’re just launch weekend quibbles.

Needless instancing. Probably in anticipation of a busy server weekend, they’ve slotted in a whole bunch of instances of lower-level zones. That’s fine, but it looks really stupid to have Instance 1 at High population, Instance 2 at Medium population, and Instances 3-10 at Low population. Why not just spawn new ones only when you need them?

Lag leading to death. Some people are having it way worse than I am, but lag is a problem on this launch weekend. Every launch displays this differently (the rubberbanding when Galaxies launched, WoW’s infamous server queues), and TR’s lag-form of choice is particularly frustrating. The most common example of this is what feels like a disconnect. The world around you will stop reacting to your inputs, other PCs will stop moving, but you can still keep pumping shots into your opponent. Then everythingwillspeedupsuperquickandcatchup. Several times I’ve caught up just to find I’m dead. The Miasma under Pinhole falls are especially bad for this, and seem to be suffering from some animation glitches on top of the lag problem.

I’ve visited a couple of vendors that were offering me plenty of stuff for sale, but it was all labeled “Unknown Entity”, with different prices. A question to the general chat resolved the issue (just head to a new instance to reset this), but it popped up a couple of times over the last few days.

Beyond that, I have a few more core annoyances.

There’s no compass. I’m some hardass military dude and I didn’t think to invent a HUD-based compass? C’mon. In fact, in general, I think the feel of the user interface could use some love. You’ve got the game up and running guys; now it’s time to prove to us that you can make the experience feel-good as well.

My character moves like a tank. Jumping is incredibly fun. There’s a poetry to the jump in Tabula Rasa, and once again reinforced the message Damion has been harping on. Actually moving, though, like walking and swimming, feels crappish. There’s a lumbering quality to your character, even if they’re a female (omg).

I hate the paperdoll. It’s too damned small, and I can’t zoom in that window. I play games at high resolutions for a reason … don’t penalize me for that by making it so that I can’t see my little man. The chat text is well sized for my resolution, why not my paperdoll?

Lack of item information. What is the difference between standard and premium ammo? I had to ask in the chat channel, because the highlight tooltips on most equipment is completely useless. Weapon and armor tooltips give you what you need, of course, but some attention along those lines to other stuff would be great. It’s especially annoying for stuff like pharmaceuticals. Howabout a tooltip saying something like ‘used with the medical tool’?

Low level impotency. After you get a few levels under your belt, killing stuff gets pretty fast. At the really low levels though, you feel like a gun-tard. It takes many bullets pumped into one Thrax before it will go down. Given the “FPS feel” this is initially offputting. Once you get better weapons and stuff it starts to feel better, but there’s still some disconnect there.

Judging opponent difficulty is too hard. Chat text may be appropriately sized, but the titlebar over an opponent’s head gets sized strangely at high resolutions. This makes the level and color of the enemy’s name hard to judge. TR is also the kind of game where tab-targetting isn’t always required. I can swing my targetting reticule past a critter, swing back, and blast away in a fraction of a second. The color variations on names (to indicate difficulty relative to your level) could be make more obvious, as could the titlebar itself. Even better would be an instantly recognizable symbol to indicate relative difficulty.

Weak explanatory elements. The initial tutorial that teaches you how to do basic stuff like move is quite good. It satisfyingly explains how to use the basic elements of the game. Once you’re in the game proper, you do get some tutorial elements, usually by doing something for the first time. Open your footlocker, and you get the footlocker tutorial. Open the crafting station, and you get an explanation of how to use the crafting station. The problem is that there’s no explanation of deeper concerns. What do the class differentiations *mean*? The tooltip on each one is weak sauce. Once you’re in a class, what do the abilities do? The ‘tools’ training on the specialist class is especially weak. How about an explanation of what your tools do?

Overall, annoyances aside, I’m enjoying this more than I thought I would. I still don’t see it as my long-term squeeze, but it’s been a fairly entertaining weekend.

10 Comments so far

  1. Cameron Sorden November 4th, 2007 11:11 am

    I think it’s interesting that you cite $10 as an ideal price point, given the surface similarity (a pseudo-FPS multiplayer action game) with Hellgate.

    Just sayin’.

  2. gattsuru November 4th, 2007 2:05 pm

    Well, it’s not so much the game-style — those who liked SWG didn’t mind the price point — but that the game doesn’t give the same MMO style that justifies a 15 USD a month price range. The quest system, number of instances, and general map make the game feel more like a private-server sorta game than an MMO.

    For example, when you first get dropped off in Alia Das, you’re not really sure that anyone else is actually in the game, other than the General and New Player spam that has been going on since you first logged in. Players don’t really look much different from NPCs (the default settings only show playernames on mouseover). The marketplace sorta thing isn’t supposed to go in until Operation 0, and the player has no Ironforge or Ogrimmar or Freeport to really spend much time in, instead spending a couple levels at most at any city.

    As a result, the game feels much more like Neverwinter Nights or other single-player story sorta games. This will probably change as the player gets more into events where allies are important, meets up with clans, or you get to the later CPs and Instances, where the difference between players and NPCs are much more visible. Until then, though, it’s hard to justify paying twice the cost of an XBox Live Membership.

    I like the game; the plot is impressive and the game’s feel is a lot more skill-based and energetic than most other games of its type, but unless they really work over some of the abilities, the logos implementation (for my character, a total of ten out of more than a hundred are actually useful), and the multiplayer feel, I can’t see it being worth as much as City of Heroes, nevermind World of Warcraft, Everquest II, or the other games online or offline available.

    I’m some hardass military dude and I didn’t think to invent a HUD-based compass?

    The minimap in the bottom right shows your character’s place and orientation, while retaining the cardinal directions (”up” is north). It’s not quite as good as a compass, but it usually suffices for me.

    Why not just spawn new instances only when you need them?

    Judging from the comments from the beta forums, my guess would be that each server has to be physically and logically created with a degree of admin-interaction rather than simply shaped. NCSoft’s been burned with autocreation of instances, particularly in City of Heroes, so I can understand why they might have insisted against it.

    I kinda like having a few Low instances, rather than all medium or high. It’s not major, but trying to get the officers on the west side of Eloh Creek, or work on the CP assault token is a bit hard on the more populated instances.

  3. Tinman_au November 4th, 2007 5:32 pm

    “Week explanatory elements”

    Anything that takes that long to explain is way too complicated ;o)

    Nice write up, and very fair from the time I spent in TR.

    I also agree about the price point of it, it just doesn’t “feel” like a $15 MMO. I expect a $15 MMO to have a bit more…depth? Complexity (the good sort)? It almost feels like a slightly more persistent version of Battlefield 2142.

    I was really keen to play TR, but I’m looking for something a bit more involving/absorbing, and NCSoft seem to be going for a more “jump in/jump out” casual style affairs these days (which is great for the WoW set I suppose, maybe thats who they are actually targeting?).

  4. Darniaq November 5th, 2007 9:21 am

    I agree on the price thing. It’s the same issue I had with Planetside. Great game, but not MMO-y enough to justify an MMO-y subscription. TR is a fun game, but it lacks the virtual world persistent components that make we want to pay a fee to “live” there.

    This genre is ripe for more tiers in pricing. They already exist if you look at the genre across all age groups and demographics. But even within the subset of AAA DVD-ROM retail-purchased games, we need more range. Just calling yourself an MMORPG does not justify $14.99/mo.

  5. Sente November 5th, 2007 6:49 pm

    It is interesting to see comments about Tabula Raa not being worth $15/month, but I think such comments sometimes lack the right context.

    The game is certainly more oriented towards shorter play sessions, or at least not enforcing long play sessions. Does it make the game worth less money? Not to me, it is something that fits my play times better and it is pretty easy to have some fun with a few friends.

    I do not see a price valuation as something absolute - it typically is in comparision to something else. TR is the only game besides CoV/CoH that I find worth playing now, so for me the price is not a problem.

    If the game is not worth $15/month to someone then it probably does not compare favourably to some other options that particular person would consider playing and the statement would need a better qualifiaction.

    I do think that game companies in general should consider more options in payment models though, but that is another discussion.

  6. GECCo November 6th, 2007 12:32 pm

    I think the price-point is OK if you are going to be playing TR to the exclusion of other subscription games. The problem, to me, is not that TR is not worth $15/mo but that I probably won’t add it to what I am already playing.

    I am an avid CoH/CoV player and I also dabble in Guild Wars. GW, is free to play so its easy to keep around. I’m already paying $15/mo for CoH/CoV (actually $30/mo because I have 2 accounts). Adding another $15 to that is getting expensive (to me).

    I would really like to see NCSoft come up with a tiered subscription scheme that allowed you to play 2 or more of their games for less than if you subscribed to them separately. If I could add TR to my current games for only $10/mo (or less) more than I am currently paying, I would probably do it.

    I played beta and liked it. I liked the changes I saw moving toward release and I bought the pre-order. I will probably go out and buy the retail game this week. Whether or not I subscribe past the included month will largely depend on whether the game hooks me or not.

    Overall, though, I am impressed. I like the FPS/MMO blend that TR has acheived.

  7. Cryptor November 7th, 2007 2:58 pm

    I really like how Tabula Rasa turned out and the ammount of polish that it received. I liked beta but i like the release much better, so many things got fixed !

    Infact I like it so much that I am buying a new computer just so that I can play it on full detail. ;)

  8. DM Osbon November 12th, 2007 4:18 am

    Just discovered your blog…very nice.

    Have ordered TR & am awaiting delivery. I didn’t play any beta and so am glad to read your write up. Surprisingly there is not much being written on blogs just yet about the released version of TR but I suppose it’s early days.

    Do you plan to post further on your exp’s?

  9. TabulaIronical at MMOG Nation November 16th, 2007 1:24 pm

    [...] ironical that despite having spent about twice as much time playing TR as I had when I wrote my initial thoughts piece here, my actual ‘review’ of the game (which I’ve left scoreless and labeled as [...]

  10. Angry_au November 30th, 2007 7:12 pm

    well interesting , the price isnt really a concern , you can find ncsoft gamecards for less then 20 dollars for 60 days , that works out to be 10 dollars a month for me

    ncsoft aint doing the best these days but this has to be the best title i have seen them release in years, fast consistint gameplay that makes you push for more and it keeps delivering

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