Critical Consensus: The Secret World

Critical Consensus: The Secret World

Mon 16 Jul 2012 11:36am GMT / 7:36am EDT / 4:36am PDT

Wasn't The Old Republic the last major subscription MMO? Evidently nobody told Funcom, but does the game jusify the pricing model?

The scores are in... Well, some of them are, anyway.

As the second wave of The Secret World reviews appear, the time is right to ponder the efficacy of fitting an MMO into conventional press coverage. The earliest reviews appeared on Metacritic between July 3 and 6, another run hit over the weekend, and it's safe to assume that Metacritic will link to far more than the 20-odd articles that currently contribute towards its aggregated score - maybe even twice that number.

With the vast majority of top-tier PC and console releases, almost every review will be published in the span of a few days. However, despite MMOs being a regular feature of the release schedule for well over a decade, the games press displays a distinct lack of confidence when voicing an opinion and attaching a score. For some outlets a week is enough, for others its two. Still others might hold off for a month, or never release an official score at all.

When is the appropriate moment to judge a game that will potentially be very different in a few months time? Can a game's community be factored into a score? Should subscription-based MMOs be judged by more exacting standards? Do free-to-play MMOs need to be reviewed at all? Questions, questions, questions, yet after seven years in the games press our answers remain basically the same.

1

One thing is certain: at a time when Star Wars can't comfortably sustain a subscription fee, The Secret World needs positive press. Indeed, that Funcom stuck to its plan despite the transition of so many MMOs to free-to-play is either an impressive display of faith or severely misguided braggadocio. For that result, you'll need to wait a while longer.

For the time being, the critical word is solid, though virtually every review acknowledges that The Secret World is one of the few MMOs in recent years to offer a unique experience. Principally, this is due to the setting: not a Tolkien-y fantasy land or sci-fi dystopia, but a stylised take on the real world in which every conspiracy, myth and urban legend is, in fact, real. The factions are secret societies like the Templars and the Illuminati, enemies range from vampires to mummies to creatures from black lagoons, and points of inspiration include H. P. Lovecraft, Stephen King, Joss Whedon and Neil Gaiman. The Secret World's setting is hardly iconoclastic, but in the context of MMOs it is as daring as a commercial release has any right to be.

"Anyone who fell in love with The Longest Journey will most likely be smitten by the abundance of words and wordplay"

Adam Smith, Rock Paper Shotgun

In a very positive Wot I Think, Rock Paper Shotgun's Adam Smith proclaims the game's world as Funcom's "greatest triumph" - an atmospheric blend of the fantastic and the humdrum that spends as much time on the smallest details as it does on the rotting flesh of its zombie hordes.

"Small touches remind of the world outside the screen: the detailed menus in a café that will never serve another customer, the fact that almost every individual you meet not only has a place but a purpose, even if it's just to survive. The story isn't told through the scattered lore icons...but through the tales of the people you meet."

Like The Old Republic, these are fully-voiced people in cinematic cut-scenes; unlike The Old Republic, these fully-voiced people are given a compelling reason to speak by good dialogue, consistent voice-acting and intriguing back-stories. For Smith, the influence of Funcom's creative director, Ragnar Tornquist, is evident throughout, raising The Secret World far above its competitors.

"At times the monologues are natural, believable, but there's a Whedonesque or even Tornquistian current which makes these seem like witty, often hyper-literate approximations of people. They're an entertaining bunch to spend time with, and anyone who fell in love with The Longest Journey will most likely be smitten by the abundance of words and wordplay."

The abiding impression of The Secret World is of a more considered take on the classic MMO formula. Funcom has clearly tried to avoid giving in to convention wherever possible, and, for Gamespot's Kevin VanOrd, the result is an "unusual game" that builds its world and tells its stories with more care than most MMOs, demanding "patience and focus" from its players as a result.

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"Some...quests can be boiled down to the kinds of kill-this, fetch-that tasks you've seen in countless other games. Even when this is the case, however, developer Funcom does its best to give your actions context and chain missions together so that even ordinary objectives are organic to that particular area, and fit within its ongoing narratives.

"If you enjoy online RPGs for the comfortable cycle of 'take quest, arrive at way-point, kill monsters, return for reward,' The Secret World isn't for you. You can queue up only a small number of quests. The downside is that you perform fewer tasks at any given time and earn quest rewards at a slower rate. The upside is that you are fully conscious of why you are doing what you are doing at any given moment. With that consciousness comes emotional investment and intellectual engagement."

"You are fully conscious of why you are doing what you are doing at any given moment. With that consciousness comes emotional and intellectual engagement"

Kevin VanOrd, Gamespot

For both Smith and VanOrd, The Secret World's "investigation" quests are a highlight in this respect: a series of puzzles and mysteries that fit perfectly within the game's fiction, often asking you to apply pressure to the fourth wall by using its in-game browser to chase down clues on the internet.

"This might mean identifying a painting, sorting out a word-logic puzzle, or even figuring out the meaning of an Arabic scrawl. Such quests give you pause, particularly when you must piece together clues that provide your next destination. Make no mistake: many investigation quests are challenging, and bring your adventure to a halt as you sort through them. But when that "Eureka!" moment comes, elation kicks in as the game showers you with experience points for your mental efforts."

However, VanOrd also accuses the game of failing to "fulfil its obligation" to the player in its quests. While bugs are to be expected in the early days of any persistent game, and reports of their abundance in The Secret World tend to vary, VanOrd believes that "basic execution flaws" can obscure the path to a solution, occasionally leaving the player staring at the right answer with no way of recognising the way forward.

Complaints like this can often be outliers, frustrating quirks experienced by a small handful that won't plague the majority. However, Quarter To Three's veteran reviewer Tom Chick claims that such inconsistencies coloured his entire experience with the game. "I love the game that Secret World is supposed to be," he says in his two-star review. "Unfortunately, I've instead been playing the game that was released."

For Chick, the puzzle-based quests that set The Secret World apart from so many MMOs ultimately become its downfall, their ingenious design allowing them to break in unique and "uniquely frustrating" ways.

"Some of these quests are fiendishly clever for forcing you to think outside the MMO box. Some of them are frustrating. Some of them lead to glorious "a-ha!" moments. And far too many of them flat-out don't work.

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"You'll come to a fairly simple quest where the trigger doesn't show up, or the quest doesn't progress, or it somehow just doesn't work correctly. But you'll have no idea it's broken. You'll naturally assume you just haven't hit on the right solution in a fiendishly clever puzzle. You'll conclude that this is where you're supposed to think outside the box.

"So you'll go about trying to parse how the quest works, maybe reading the text more carefully, maybe hunting around the vicinity for visual or aural clues, maybe scribbling down some notes or opening the in-game browser to check something on Wikipedia... And eventually, if you're lucky, you'll discover that Funcom has simply failed to make a game that works as intended. You've been trying to solve an unsolvable broken puzzle."

"As it stands, The Secret World is still a few steps short of being the saviour that massively multiplayer gaming so badly needs"

Oli Welsh, Eurogamer

Eurogamer's Oli Welsh gives such concerns only a passing mention in his 7 out of 10 review. But despite his admiration for Funcom's world-building, storytelling and general attention to detail, he describes significant concerns with The Secret World's focus on solo play. Almost all of the game's strongest content can be completed alone, and the multiplayer options are either limited or "sloppy" in their execution. As with all aspects of an MMO, there is potential for improvement over time - and Funcom has committed to a monthly content update schedule - but Welsh expresses doubt over how long The Secret World can ask for £11.49 a month when it, "simply doesn't encourage social play."

"You won't find any elite zones or roaming world bosses to throw players together. There isn't a compelling reason to mill, chat and trade in the cities, which are handsomely mounted but lacking in amenities and distractions. There's no group-finding tool. The only option is to dive in at the deep end by responding to one of the incomprehensible strings of acronyms in the chat channel that starts with 'LFG'."

"[Ragnar] Tornquist is a writer, the man behind adventure games The Longest Journey and Dreamfall, and it seems like he's more interested in telling stories than building adventure playgrounds, never mind emergent worlds.

"But at over £10 a month, others might ask for something more substantial and cohesive for their money, and I can't say I'd blame them either. Many of the issues are fixable, the update programme is impressive on paper, and Funcom is the studio that turned Age of Conan around - so it's not impossible that The Secret World will fulfil its potential. But as it stands, it's still a few steps short of being the saviour that massively multiplayer gaming so badly needs."

12 Comments

"You won't find any elite zones or roaming world bosses to throw players together."

Hmm, clearly this guy hadn't explored the zones correctly, pretty sure I ran into some huge elites in at least two of the three zones I have played through, that were not in dungeons.

Edited 1 times. Last edit by Jay Trindall on 16th July 2012 1:56pm

Posted:10 months ago

#1

Whoever reviewed the game obviously is either not a professional reviewer or should not be one, first there are world bosses, and a large variety of minor unique bosses around each map, secondly I've now played to nie full completion of the City of the Sun God (2nd of the two egyptian maps, having completed everything thusfar in the 3 solomon island maps and the 1st egyptian map)

There are also been thus far in my play been 5 quite fun full group dungeans with nice re-play factor, the updates have indicated more raid's are on the way and more maps and content of all kinds, which if released monthly should see TSW avoid the issues TOR had with the end-game lack of content wall, and a group-finding tool is indeed on the card's in monthly updates, and indeed the best items in the game be found in such raid dungean's, along with the pvp reward items, elite area's do exist at least one in each map after the 1st two starting area's, which force players to band together in the open world as well as in instanced raid's.

Eurogamer's showing its traditional accuracy in reviewing games as evidenced by its review of Darkfall Online, where some guy logged on for 2 hours(13 separate login's) only for a few minutes a time, most of that time in the character creator, did very little took a few screenies then logged off and wrote a review based on that which was about as accurate as their review of tsw appears to be from just the quotes above, they then vehemently denied doing a shoddy job despite blatant inaccuracies in the review text and stood by their travesty of a review, despite that being revealed publicly they seem to have learnt nothing in the intervening time.

And whilst free to play might make sense long-term from a business perspective, its not nearly as pleasant for average users, whilst yes, freeloaders get to play, the average gamer will spend more and get less in a free to play game, having played a wide variety of subscription and free to play MMO's myself I can see without any doubt that I spent nearly twice as much per month on average on f2p games then on subscription games and received a poorer overall experience for it, additionally free 2 play support is shockingly bad, and because its free 2 play many companies dont feel the need to provide good or immediate support, some are happy with an e-mail only support with will respond by 72 hours to reply usually with an automated message that's about as useful as sharp kick to your rump and about as relevant to whatever you complained about or needed help with.

From a business sense long-term f2p makes sense but its unproven ground when it comes to major mmo releases, so most choose subscription releases and consider moving over later, additionally a game released in subscription will usually be more fun to play and waste less of the players time trying to sell them things, and release time is a time to try to get as many people in as possible not risk turning people off so attract 1st sell to later, from a customer point of view f2p games rarely offer the same quality of experience as subscription based ones in my experience, no doubt there are exceptions but they are as of yet to few and far between to be of any relevance to the overall picture of the market, whilst hard to quantify anyone who disagree's how about you spend a month each in a few major subscription based mmo's back to back then try a few major free to play mmo's back to back and you'll see for yourself the difference.

Edited 6 times. Last edit by Alexander McConnell on 16th July 2012 5:50pm

Posted:10 months ago

#2

Bonnie Patterson
Freelance Content Author

I do have to wonder what game some of these reviewers have been playing sometimes. TSW has been, by far, the least buggy game I have ever seen in a beta, and while some investigation quests have been unprogressable from time to time, I have never had to wait more than 24 hours to come back and find them working. Specifically, out of the 394 missions I have so far completed, 5 have required a bug report and a short wait since the game launched.

Regarding social play, I find the game vastly more rewarding in this aspect than many. Other MMORPGs (haha, they almost never leave any room for those last 3 letters any more) force people into groups from a very early stage - these groups are usually made of strangers who don't want to talk to each other, don't speak the same language, talk constantly but in incomprehensible levels of 1337, are incredibly annoying or rant constantly about how everyone else is incredibly annoying.

Like an awful lot of MMO players, if my own friends aren't around, I like to do stuff on my own, and TSW leaves room for that. The first three zones are largely solo-able, but the difficulty gradually increases. By the third zone, you'll be glad of at least one person to group up with up - and you've spent enough time playing at that point to have met a few people you like. By the fifth, you will generally want a trio, and once you're frolicking in Transylvania, you'll know enough to judge exactly when you need help, from what and how many, and have a large enough pool of people you don't want to punch to progress without any social stress.

Regarding the business model, I was keen enough to buy a lifetime subscription straight out of the gate. Even the relatively low subscription cost provides a deterrent to anti-social behaviour that just doesn't seem to exist in free-to-play games. The cash shop is still in the process of developing its selection - there is some gold in there, as well as some dross, but I still have too many bonus points left from buying the game to tell how comfortable I am with price points there.

All in all, I give The Secret World a rating of "Shut up and take my money" as an intensely content-focused game that still leaves space for excited speculation and brain-work from its players. Congratulations, Funcom, last producer of a real MMORPG.

Posted:10 months ago

#3

Bonnie Patterson
Freelance Content Author

Also, it has to be said, this is the most woman-friendly MMO I have ever played. I have the option of not having my breasts or backside on display, there are some really misogynistic NPCs but I get to punch them, and any reports I've had to make for player behaviour seem to have actually resulted in getting something done.

The end result is that it's a couple of weeks since launch now, and for the first time, I still have other women to play with who aren't hiding behind giant fake moustaches.

Posted:10 months ago

#4

Eric Leisy
Graphic Designer

I don't have too much to add that Bonnie hasn't said. I feel like Funcom could copy and paste a lot of Biowares SW:TOR marketing campaign - because for me - TSW really is one of the first MMORPG's to push at the mold at what an MMO is. (and I argue that Bioware failed at this, producing basically a WOW clone, skinned in Star Wars graphics.) Being an old school adventure gamer, I am absolutely in love with TSW. I love that it encourages a slower pace of gaming, taking in the environment, and all of the attention to detail. Being a huge fan of TLJ and Dreamfall, all of the references to those games are a real treat. I can see what some people are saying about the "Single Player"ness of TSW, because so far, I have not interacted too much with other players. In some ways, this is the Skyrim I wanted... I really like the feel of a single player game, existing in the framework of an MMO. It's great to see other players inhabiting the world, wearing different clothes, doing their things. I've only spent a few days in TSW so far, but I'm really looking forward to continuing my experience there. It's really a beautiful game.

Posted:10 months ago

#5

Actually TSW is as much "free to play" as most non-failed MMORPGs are. That so called "free" is a limited trial. If the author would like a TSW buddy key so he can try it for free he should email me and I'll send him one.

Posted:10 months ago

#6

The repots of broken quests, IMO, are greatly exaggerated. Although there were some pre-launch teething problems most of them seem to have been sorted out. I've been playing since day one, have completed Solomon Island, and have yet to run into a single broken quest.

I have this feeling that a lot of the "broken quest' noise really IS people who just can't figure the puzzles out and expect the most direct and obvious action to be the right one. Now, whether Funcom has made a game thats just requires too much intelligence for the mass audience, thats an open question...

The solo-game issue I can sort of agree with. The game actually is a lot more fun to play with someone else, but the frequent "solo-quests" break you apart in frustrating ways.

Still, in an industry full of EQ/WoW clones, I think Funcom deserves high praise for trying to build a game that moves in new directions, even if it is flawed.

Edited 3 times. Last edit by Jeffrey Kesselman on 16th July 2012 10:11pm

Posted:10 months ago

#7

It's been interesting playing it. I've tried most of the big MMO games that have come out over the past 8 or so years and this is easily one of the best (if not THE best). It's flawed, has a few notable bugs and occasional stutter but everything about it screams the developers trying to do something new and treat their audience as intelligent adults.

In a genre awash with wow clones and stuff dumbed down to get the all important 12 rating I have to vote with my wallet here and thanks funcom for trying to push the envelope.

Posted:10 months ago

#8

Benjamin Crause
Supervisor Central Support

I'll dare to copy myself here:
The secrets world setting is definitely unique and brings in a new way of looking at the genre and is also getting rid of levels and the typical class system. Funcom has a track record of messing up online games so the question is: did they learn from past mistakes?

The unique approach is fascinating and entertaining: all the myths and conspiracy theories are true. This is the world where the Illuminati, the Templars and the Dragons try to unravel the mysteries of the dark days that are coming. The world is full of mysteries.

The game needed only a few minutes to disappoint me for the first time. The character creation is not just very basic it feels incomplete and generic. The first thing a player usually sees in a game is his character. In one way or another a player must be able to identify with his character. Which was not possible for me because the character creation just got no useful options that would allow me to create my unique character. Failing to identify with your character is the first break in the immersion.

Once you have chosen a faction and you reached the first area the game starts with a classic: Zombies. There are already more than enough Zombies in gaming so I was a little bit disappointed they start with something like that. But this is the point where the next issue comes to light: the combat system. While the idea of removing classes and allowing you to learn any skill you want and to mix and match weapon styles is fantastic the actual combat is dull and slow. It consists of mostly kiting and running into more mobs or taking a more tanking-like approach to take many hits and to defeat your enemies face to face. For a game where combat is that important it is sad to see they did not develop a proper battle system after putting so much effort into its background.

Of course the game got bugs too but nothing grave occurred to me so I`d say this is the typical stuff for a MMO. The game actually doesn’t need a bug to break on you. If you follow mostly the primary quest line and ditch most of the side quests you’ll get stuck at one point because you are simply not strong enough to defeat a certain mission specific enemy. This was very frustrating to me because that means in order to progress I am now forced to search for quests that I can do to advance on the skill wheel to become stronger to advance on the main quest. This is maybe the dark side of the coin to remove a level system.

Quests are the next topic. You can only accept a handful of quests at one time and you must search for them. They do not show up on the map. Even if you find a quest you might not be able to take on it due to its difficulty. That felt to me like senseless running around. Some side quests where fun but I was more interested in the actual big story. A show stopper.

Another immersion breaker for me were some of the puzzles (mostly coming from investigation quests). Those quests cross the border between your game and the real world. Often you have to solve difficult riddles and use the actual internet to search for clues, information and passwords. Getting out of the game for the game felt weird and breaks the immersion because you are no longer in the secret world when you use a browser, see a big Google logo and search for stuff. There are so many things in those cases that detract your attention. But for me immersion and being part of the world is one of the most important things.

Now you’ve read that far and probably believe I hate this game. No, I just found out the game is not for me. There are many people who enjoy the puzzles, the world and the really great monster design. But I cannot. I believe this game serves a niche and serves it well. Still I can’t ignore the signs I see for the games future.

It is a proven fact that many players stop playing after their 30 day trial has run out and another batch of players will lapse after three months when they have tested the game. This will be the first challenge for this game: to keep enough players active to keep the game in the profit zone. The game got already an in-game store which doesn’t bode well with the subscription model. Customers can easily feel like they have to pay twice for the game. The possible target audience is also quite limited. I am sure Funcom is well aware of that. All those points lead me to believe Funcom uses the games launch to make up initial costs (game purchase plus early subscribers). Once they have reached a level where the number of active subscribers are not enough of a base they will switch the game to free to play using the already implemented micro transaction system. It worked for many games before too. I am sure it will so for the secret world too.

Posted:10 months ago

#9

Some really interesting comments here. I'm glad to see so many people enjoying the game, and genuinely hope for the best for it. That said....

I'm still waiting for Guild Wars 2. I know you guys are probably tired of me bringing it up on here all the time, but it, for me, is the ideal MMO. It's not that I don't want to pay for the game. I just don't want to keep paying for the game, and I don't want that to mean I'm sacrificing anything in quality. Yes, this is selfish, and until Guild Wars 2 I would have even said unrealistic...

But it's like my dreams have come true. A full, persistent, fleshed out MMO with some great genre advancements for just an upfront cost. My preorder is locked and I can't wait for launch.

That said, The Secret World looks clever, and if it ever goes F2P I'll probably give it a shot...

Posted:10 months ago

#10

Quick response:

I think the game IS a niche product but its a very good niche product. I admire it for being unashamedly adult and for trying to do something different. I found given time I got used to the way the game laid stuff out and effectively left me to just 'get on with it'. An example is the quests. There aren't many, there isn't any rush, and with the exception of the investigation quests, in general you get a directional arrow to the rough area you need to be in. Once there I can look for a piece of paper, hunt around for a corpse or whatever my goal is. There's never a big glowing question mark bouncing up and down a la wow and... I'm actually really fine with that. I feel far more immersed than I ever have in other MMOs recently.

As for GW2 - meh. This one baffles me. Its being touted as something akin to the second coming on multiple forums. In practice my gameplay across several test weekends just felt like a slow, tedious uphill struggle. Combat was unintuitive, I disliked the artificial capping of levels, found the game felt like a zergfest, and worried that once the initial wave of explorers had moved on it would be similar to other open world events - much harder to finish on your own. Chat was non-existent, the models didn't really grab me and I ended up uninstalling after dying about 6 times to a story boss, cursing my preorder. I'm sure it's great for some/many people but most of the pre-reviews I've seen have been almost insanely lavish with their praise as if people WANT to believe it's going to be the best thing ever.

Still - enjoy!

Posted:10 months ago

#11

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