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Heroes of Lore: LotRO Levels 1 -10

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It's no secret that I have a strong preference for Lord of the Rings: Online (LotRO) over World of Warcraft (WoW). I recently began playing as a new character to directly compare the opening 10 levels to those in WoW. I quickly realized that, despite the many similarities, LotRO has a much more epic and engaging opening.

LotRO begins with an instance specific to the race of your character. The elf instance starts in the crumbling remains of a small elven village. The instance was catered to be exciting and make my player feel epic. I had to defend the town from goblins sprinkled across my path. Soon a troll stomped in front of me, and I watched from behind the safety of a gate as Elrond defeated the foul creature. I knew that I was in way over my head, but I was never faced with anything I couldn't handle as a level one character. Although I was unable to group from the very beginning (which some argue is an advantage in WoW), the brief instance immersed me in the setting of the game and the conflicts that I would continue to face each time I logged in. My character was already an integral part of the struggle, having hid precious relics, and facing a terrible foe named Skorgrim just minutes from the start. It was an exciting experience, and a great way to start the game.

LotRO contains many other elements that help to create a very polished gameplay experience. The quest flow is fantastic. The quests are centered around the conflicts between races and regions. The quest dialogue is more detailed than that in WoW, so the lore is there for those who care. I constantly felt like a hero, whether saving a lynx cub or gathering allies to defeat an evil wraith. The areas are also catered to gameplay. While an area may appear to be a wooded field from a distance, the trees are placed in clusters to allow for proper combat and gameplay space. Also, areas are often full of quests. When I left a town, I could frequently complete five quests before I returned.

LotRO is certianly more exciting in the beginning than WoW. I found that starting in an instance was a fantastic way to immerse me in the lore of the game. Although I have skimmed my fair share of LotRO quests, I am always glad that the lore is there behind every quest I complete. LotRO's world feels more real to me, and it is a place where I feel respected as a player.  

Hollow Rewards: WoW Levels 1-10

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One of the most challenging issues to deal with in our society today is a lack of productivity. People can spend eight hours at work and come home, feeling as if they got nothing done all day. Yet games such as World of Warcraft (WoW) provide a very rewarding structure. In just half an hour in WoW, a player can kill 20 vermin and complete a quest or two. In a night, a player can gain an entire level, especially at lower levels. WoW is excellent at providing rewards, but is it fun?

In the early levels, playing as a draenei paladin, I found WoW to be both fun and rewarding. In just four hours, I reached level 10. The game is cleverly tailored to beginning players; the opening area is easy and harmful creatures are clearly marked. Enemies are often not hostile until attacked.

Blizzard added a lot of very thoughtful design concepts to the opening quest flow as well, making questing quite painless. Players are given just a few quests to manage at first - no more than five or six. Breadcrumb quests are given to lead the player to the next area, and there are often additional quest-givers along the way, providing both a visual cue for the player and reinforcement that he is on the right path. Quests given out the same time are often grouped in the same area, reducing frustration for a player, as he can often get rewarded for killing the enemies on the way to a quest item. The actual numbers of items to be collected are also kept to a minimum, often between 1 and 8, reducing tedium. Another nice feature was a remote quest giver, such as a scout in an enemy area, that could give the player credit or move him forward in a nearby quest without the need for the player to return to town.

The quest flow in Ammen Vale and Azuremyst Isle was enjoyable, but still not quite satisfying enough for me. There were only a couple memorable quests out of the many that I completed. I was very impressed by the Prophecy of Akida quest chain, in which I could turn into a panther and travel through the world as if I were in a spiritual realm. The game took on a sepia tone, and the screen swirled into a haze. It was a fantastic experience, but, unfortunately, such quests are the exception. Most of the quest writing is somewhat bland and uninteresting; while WoW does have a fairly consistent writing tone, it seems to be written for those that only wish to skim the text. For this reason, I felt that, although I was generously rewarded for completing quests, the rewards themselves were hollow. The people who gave me the quests were not characters, just resources. The work I did seemed to have little impact on the world around me.

Although playing through WoW at a normal pace was more satisfying than playing with triple experience, I found that it is still not the MMO for me. The unmemorable quests encourage the player to push through the levels without much thought. It seems to promote instant gratification with minimal effort or investment in the world. I prefer a world that encourages me to be invested in the story and to reward me only when I deserve it.  
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