Dungeons and Dragons Online Impressions

Given that I’ve been spending so much time playing D&D in the real world, I decided it was finally time to give the Dungeons and Dragons MMO — er, not that D&D MMO, the other one — a try.

My Elven paladin in Dungeons and Dragons OnlineDungeons and Dragons Online is one of the few well-known MMORPGs that I had not played up until now. The badly dated graphics coupled with a poorly regarded free to play model left me with the impression of a low-budget, low-effort sort of game, and I was intimidated by its reputation as an unusually complex title. But since D&D has been on my brain so much lately, curiosity won the day.

DDO is a very odd game. Playing it feels like I stepped through a portal into some alternate reality where MMO design evolved along entirely different lines.

In some ways, DDO is a staunchly traditional RPG hewing very closely to classic tabletop mechanics. Character creation involves not just the usual racial, class, and visual options, but also rolling your stats and picking feats. And this commitment to old-school character building and intense mechanical depth continues throughout the game. Some of the item tooltips are practically novel-length, even at low levels.

There’s also a greater richness to quest mechanics that harkens back to older RPGs. In addition to combat, there’s also simple puzzles, as well as hidden rooms to sniff out and traps to dodge.

But then you also have the fact that this is actually an action combat game, or an early ancestor thereof, so in that sense it feels quite modern. There’s no auto-attacking here; moment to moment combat feels more like Diablo than traditional CRPGs.

A skill sheet in Dungeons and Dragons OnlineYou do have an action bar, but there’s not the same reliance on rotations of active abilities you’d expect from an old school MMO. At least as a paladin, my active class abilities were few in number and very limited in their use, with the focus of combat on simply swinging my axe. The action bar is therefore as much devoted to consumables and swapping weapon sets as it is to class abilities.

Most of my time in DDO, my attention was held simply by how unusual the game design is compared to other MMOs. As a student of the genre, it’s fascinating.

I do also admire the commitment to staying true to D&D mechanics. I didn’t have to look up what stats do because I already knew from table-top, and my paladin had much the same abilities as her pen and paper equivalent.

However, for all the ways DDO is unique, I ended up drifting away from it for much the same reasons most MMOs fail to hold my attention.

One is that the game is simply too easy. Going in I was worried such a group-centric game would be too punishing to the solo player, but I spent all my time killing enemies in one or two hits from my axe, while never in the slightest danger of dying. The addition of cheaply available (and seemingly quite overpowered) NPC followers makes the quests even more braindead.

A puzzle in Dungeons and Dragons OnlineDDO does have a variety of difficulty settings for every quest, which is a design I very much admire, but as non-subscriber, I was only ever able to do each quest on “normal” during my first playthrough, and “pay to make the game not suck” is never an enticing business model.

The other issue is that the story is very bland. The dungeon master narration in each quest is a nice touch of ambiance, but it fails to entirely cover the fact that there’s very little plot here. In my time with the game I encountered no memorable NPCs, and ultimately most quests are just of the blandest “kill ten rats” fare.

There are other issues, too. As mentioned, the graphics are painfully dated, and the game is just straight up unpleasant to look at. Leveling is very slow (probably another F2P restriction), and I don’t know the Eberron setting very well, so I felt little connection to the world.

If you’re a fan of MMO game design and the history thereof, DDO is probably worth checking out at least in brief. It’s very unique, and it’s fun to fantasize how MMOs might have evolved differently if DDO had been more successful. Otherwise, though, I’m not sure it’s worth your time.

Review: Disenchantment, Part One

When I watched the first couple of episodes of Matt Groening’s Disenchantment, I have to admit I was a bit disappointed. Being a massive fan of The Simpsons and Futurama, and a huge fantasy nerd, my expectations were very high. It seemed like the perfect series for me.

A shot from Netflix's DisenchantmentMy expectations were sky high, so maybe it’s not surprising they weren’t met.

Don’t get me wrong. I enjoyed it. There are good gags, and the characters grabbed me pretty quickly. I also loved the animation. While the characters are of the same cartoony Matt Groening style we recognize, the environments are very detailed, with a unique style clearly meant to emulate Medieval artwork. Disenchantment is a feast for the eyes.

So it was good, but it wasn’t the Second Coming of Futurama I hoped for. However, as I got farther into the season, it did start to grow on me. It got a bit funnier, with some of the later episodes being genuinely hilarious, though it did maintain a certain inconsistency through to the end.

A real strength of Disenchantment, as alluded to above, is its characters. Though there’s a diverse background cast, as you might expect from a Groening show, the focus of the story is pretty heavily placed on Princess Tiabeanie (or “Bean” as she prefers to be known) of Dreamland and her companions, Elfo the renegade Elf and a self-appointed “personal demon” named Luci.

Luci doesn’t add much beyond the occasional one-liner, but Bean and Elfo are, for such a silly show, surprisingly real and endearing characters. At times they feel like a bit of a retread of Fry and Leela, but their arc progresses more quickly, and I think it may be headed in a different direction.

I especially want to highlight Abbi Jacobson as doing a fantastic job voicing Bean. She feels very comfortable in the role right of the gate, and she infuses Bean with a great deal of personality, perfectly nailing both serious and comedic moments. Despite her many bad habits, Bean is an intensely lovable character.

A promotional image for Netflix's DisenchantmentThe characters help carry the series, even during the slower moments when there aren’t as many jokes.

One other thing that makes Disenchantment unique compared to Groening’s other shows is that it is much more serialized. Some episodes are still standalone, but it’s clearly following a continuous arc. The writers have a plan, and it shows.

Events start to come to a head in the final episodes of the season, and things actually get pretty serious and intense, all things considered. Some of the twists are a bit predictable, but I enjoy them for the effect they have on the characters, and I’m really curious where things are going to go in the long run.

In the end, it might not be quite as good as Futurama at its best, but Disenchantment is definitely worth your time.

Overall rating: 8/10