The Rift beta started when I was in Germany and it was quite painful to continually receive invites without being able to play. I was interested in the product because it was headed by a man I know and trust. Scott Hartsman is good at what he does and always has been. From my perspective as a customer I felt that EQ2 was great under his control. He has always been big on the community and he treated my guild and I well. For that alone I owed it to him to at least try his game. I managed to catch the final two betas and now I’ve played some in release and I thought I’d talk about what I really love about Rift.
I’m going to start with what I think most people would consider a negative comment. That might seem strange in an article where I talk about what I love in Rift but I see this as a positive even though it doesn’t sound like it. The short of it is that Rift is a standard fantasy MMORPG. If we leave off the Rifts and classes for just a moment there is nothing new here. The game is generic and follows the tried and true path of doing chores for annoying NPCs. It does business the old way. How can I use that as positive? It is simple. Rift does that generic fantasy MMORPG as well or better than titles that are far more mature. The experience that Trion has created is both familiar and polished. They didn’t innovate here. They didn’t try to change our world view. Scott and his team took what worked and put that in place as the foundation for the MMORPG.
Rift will be extremely familiar with anyone who has had the World of Warcraft experience. Lets face it, the elves look like WoW elves. You swim, eat, drink and do a few other things exactly as you do in WoW (with some insanely similar animations). That is acceptable, however, as nobody really cares how you swim. These are all examples of what I call the generic fantasy MMORPG. Without talking about class or Rifts I think the game could almost stand on the foundation alone due to how great a job the team has done. Rift is a suitable WoW replacement because it does most things that game does equally well.
Where the Trion team really spent their time was on the dynamic content system. I’m not sure where but I either heard or read something from Scott about how the whole dynamic content system was built first and then an MMORPG laid on top of it. This is where the innovation is and it shows. This team took the public quest system and made it work well. Instead of a dull, monolithic system that sits in an assigned place you have a dynamic set of events that are a whole lot of fun. Players can open Rifts that match their level and have a seemingly large variety of encounters. Rifts that go unclosed start to exert their will in the world and sometimes this leads to large, insanely fun events. Players easily and actively band together to fight this common enemy. I’ve been on several “raids” already. I just took a spot in a public group and started healing. This is seamless, fun, and it works well. More importantly you can level easily by doing this. If you don’t want to do chores for NPCs you can level by closing Rifts. I’m honestly not sure I’d ever play another MMORPG again that didn’t have a system like this. To me, Rift marks the death of the chore-reward-centric MMORPG. This is innovation to me.
Scott also pleasantly surprised me with how classes were handled. When I saw the sheer amount of them I was extremely worried. EverQuest 2 suffers from what I call “too many classes syndrome.” Balance is nightmarish and you don’t really need that many to do a finite number of jobs. Rift also has a huge number of classes all in the effort to give us choices. I have to say that the appearance of choice is slightly a farce. There are some combinations that make effective classes and others that don’t. There will always be a flavor of the month and that is a major problem for most MMORPGs. For Rift it isn’t so much of a problem because we as players have been set free! Trion has removed the yolk of class hatred and balance. You get FOUR roles and can pick from EVERY soul in your major class. You can always be the most effective at soloing, grouping, and raiding in your class with just a minor change. Someone at Trion said, “Is it really necessary to lock our players into a single class?” Someone said no and I say bless them.
When players aren’t locked into a single class they are less likely to be upset if something is changed. If a build is over powered it can be toned down. If players feel it is no longer viable they can switch to any of the other builds. If you’re jealous over one soul’s abilities you can go to it. We are no longer trapped, locked or forced to play an alt just to enjoy a game. This is another thing that I’m completely sold on. I am often frustrated with Ferrel being a templar in EQ2. In Rift I could just change my role and move on.
Rift really casts aside a lot of what you’d call traditional MMORPG assumptions. The class system flies in the face of conventional wisdom. It gives players the freedom of choice. It also does a whole lot to end the chore-reward system. Players have true additional options to their level progression. I’m on board with those two features alone and also appreciate the well polished and familiar game beneath them. I think anyone looking for something familiar but with a twist would love this game.







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Good article, Rift has several good ideas, you are allowed to level from mobs, they have removed or modified the sooo common (especially in EQ2) timesinks and you have FUN when you play, it is challenging but fun and the rewards feels less far away than Eq2s “well grind marks with this soloquest until you cry, and then you will get gear so you might get a group and do fun stuff, it will only take you 4 months if you are casual”.
DoV may change this but from what I hear it is still not nearly good enough to make me continue with EQ2 at the moment.
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Good article, you hit on all the things I love about Rift as well. I am not a WoW fan, I played it for a week and didn’t like it, but oddly enough I’m in love with rift and it’s because I have options. A lot of times, I feel like I have ADHD because I’ll be heading to sanctum to craft, and suddenly there’s a rift I get side tracked, I join a raid that chases down an invasion. An hour later I’m trying to remember what I was going to do originally.
I love Mr. Hartsman’s work, but even that almost wasn’t enough to get me to come play the game. I feel a bit bad for having doubted, but when the game came out as insanely polished as it is, I knew I had to give the game a go at the least. I’m still curious to see how the PvP is going to play out at the higher levels, but this could easily be, and probably will be, my PvE MMO.
Was leery about trying Rift do to the exact oppposite of your opinion. I do not like Scott Hartsman’s work.
I was an avid crafter in early EQ2 and i think Scott and Beghen completely destroyed any fun in EQ2 crafting with the crafting NGE. Now you see the same thing in Rift-a WOW knockoff just like he made EQ2 crafting.
In EQ2 crafting early on it took thought and planning-then Scott came up with his NGE and you just took all your mats, threw them in a pot and wham-a completed product.
With ROK Scott introduced us to the totally mindless Quest leveling mostly solo. And the bad thing was if you got ahead or were behind your friends then you ended up playing by yourself.
So while others may like Scott’s work-I have serious reservations from my past experience with him running and designing games.
Now Rift to me is no different then playing WOW. I don not like Scott’s statement that in order to succeed in today’s climate you have to copy WOW. Enter Eve Online. I was hoping Rift would do something new since it has been 7 years since WOW came ont he scene-but I guess we are stuck with everyone wanting to be WOW for a few more years.
I don’t disagree with any of the broad strokes you make, and Hartsman’s statement about copying is a falacy I think as well (being a big EVE fan myself). That said, I think what he’s done with Rift is follow the direction that PvE games in general are headed, and polish and refine that experience. It’s completely the MMO version of a Michael Bay popcorn summer action flick – but sometimes, that’s just what I want.
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