Grunker
RPG Codex Ghost
How is that a "superficial" relationship with an MMO? You play combat encounters like WoW with some minor fidding with your party members to manage threat generation and energy, maximize dps and pop cooldowns.
Here's my experience with WoW: controlling one character, I cycle through pre-learned cooldown loops depending on enemy type, carefully minding aggro (either to get much of it or avoid getting much of it). Sometimes in bosses I am tested platforming/minigame style on my ability to control my character. In single-player most of what I do is grind for levels and random drops.
Here's my experience with DA:O: You balance a few cooldowns and control four characters. There are no cooldown loops, since depending on your resources (unless you abuse the resource system, an issue nearly every RPG I've played has) you run out fairly swiftly and have to use the abilities most relevant for the fight. During combat you fight very large groups of enemies and have to manage mass crowd control spells with single target damage. Managing aggro in the sense of threat output is a waste of time and not even how the system is designed. Instead you use one or two specifically designed taunts at key moments. Terrain is a factor and you switch to different characters to manage their abilities.
In practice, my experience with the two was nothing alike. At a bare minimum, DA:O is like playing WoW but controlling four characters. In reality, the mechanics of the two games are nothing alike. I wonder how much XP and loot grind you did in DA:O and how, seeing as the game doesn't have respawning enemies and zones?
I hated WoW. Even though all my friends played it and I gave it two honest tries, I quickly got tired of the grinding and the Cooldown Loop combat. Since neither of those things were in DA:O, and it had party management, dialogue and C&C, I enjoyed it much more.
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