Unfair Impressions: The Secret World
I started playing The Secret World yesterday.
I was going to start that sentence off with “On a whim,” but it occurs to me that there isn’t much of anything whimsical about starting an MMO. You have the 39.2 gb client download, the registration, and usually getting your billing information straightened out. TSW doesn’t have a subscription anymore, but even though I had downloaded it previously, I still had about 2 gigs worth of patches to download before I hit the character select screen.
In any case, I ran into my first issue on the character naming screen. TSW asks you to enter a first name, a last name, and then a nickname, the latter of which is supposedly your in-game name. But it mentions that people inspecting you can see the others. It occurred to me that this is perhaps the worst naming mechanic I’ve ever seen. Allowing last names not only allows for increased customization, but on a more practical level, it alleviates the problem with one’s name being taken by someone else. Not so with FunCom’s design team; I was not able to move forward with character creation because someone already took “Azuriel” as a nickname. I tried a number of variations, referenced my List of Cool Nouns, then decided that Azuriel Inanage’s nickname was “GQX.”
The graphics are whatever. I turned everything up to Ultra just to see if it improved things, but decided an extra 15 fps was worth more than whatever it is that Tessellation does or what FXAA means.
I very nearly died in the tutorial area – at least, I assume it’s possible to die there – before I realized that TSW is in the post-WoW active combat genre, with active dodging and whatnot. I’m fine with this style of gameplay, although it seems more ridiculous than usual when people are doing it in a more “realistic” setting. Or maybe it is an art style issue; I had no problem with the way things were handled in GW2.
I stopped the game session in the training room where you can try out the various weapons and decide which one is for you. My understanding of TSW is that you can pretty much choose any abilities you want and can theoretically learn everything, but you would be severely disadvantaged in not specializing early on. I’d be fine with such a system, if the Ability Wheel was not the worst implementation of a skill tree that I had ever seen.
Conceptually, the Ability Wheel is fine. But has anyone ever tried to actually look through it as a new player with an eye for synergies? “Okay, this attack deals extra damage when the target is Afflicted. Alright, what causes Afflicted? Let me just browse every possible weapon in the game, including clicking on these nameless little cubes on the outside in no particular order…”
FunCom added “decks” to the game a while ago, which are basically preconstructed talent builds that you can follow along. This certainly would speed up the process, but I am not of the mind to commit to any one thing without knowing all the moving parts, especially if there isn’t a way to respec (or maybe there is?). How am I supposed to know what I’ll find fun a dozen hours from now, let along a hundred? Complex and deep character build options are fine, but I’m beginning to see the visceral appeal of the Diablo 3/WoW system of making one decision at a time.
In any case, my next session will begin with a combing of the internet for build explanations, or perhaps more simply a diagram of the synergies between the nine weapons. It’s cool that the fifth skill in the X tree can make the Y weapon a viable option, but it’s less cool missing out on that interaction because you can’t really see it due to the UI. I want something that will show me every instance of the word “Hinder” and the like, so I can decide that yes, pistols and claw weapons (or whatever) are a combination that is acceptable to me.