First LookLegends of Norrath: Oathbound

  • August 8, 2007
  • by: Ophelea
  • available on: PC

Legends of Norrath: Oathbound

Developer: Sony Denver
Publisher: Sony Online Entertainment

ESRB: RP

Genre: MMOCCG
Setting: fantasy

Considering the anticipation and guessing leading up to the announcement, the silence in the room after the unveling was palpable. Even though they owned three (and were announcing their fourth), SOE isn't known for their Online Trading Card Games. Being a member of press, I had advance notice of the announcement and knew some of the details so I was quite giddy and excited. I couldn't wait for Legends of Norrath: Oathbound to be finally be available so I could start playing. Based upon the interest I saw the day after the announcement, I am going to give the audience the benefit of the doubt and say it was a stunned silence.

With the basics of the game mechanics announced that evening, we had to wait until the next day for a full Q&A session with the developers from Sony Denver as well as the Producers from Everquest and Everquest II to get all of our questions answered. Well, all that could be answered in an hour. Smedley was on hand - he's particularly excited about the game. Apparently, he's a Magic: The Gathering Online fanatic with a 16,000+ card collection and challenged anyone in the room to take him on…

No one took him up.

Questions ranged from the basics: "What does TCG mean?" (Trading Card Game), to the very involved: "Will cards be limited?" (This is unknown at this time). For those who are unfamiliar with TCGs, to reduce the need for players who come to the game after initial launch from the "need" to collect all cards since inception, cards are either retired or rotated through limited production to reduce availability. This keeps those long-term or economically wealthy players from building decks with the greatest advantage due to the "flavor of the month" syndrome by having the widest variability of cards.

Currently, Legends of Norrath is planned as a three-part series with major updates once per year and small updates approximately every four months. Because it is an online trading card game, if cards are found to be completely out of balance, they can adjust an unbalanced card in one fell swoop - just like balancing any online game.

Lots of questions centered around trading and how to keep the haves vs. have-nots from gaining an upper hand. At the time of Fan Faire, there were still loose ends to tie up with the legal department regarding the random drop of card packs as loot/trading them and gambling laws; but assuming all goes well (and they were 99% sure it would) each player of the EQs would receive a starter deck at minimum. The starter deck consists of 55 cards - 50 random cards, 4 quests and 1 avatar.

These cards are assigned to your Station Account - not your "EQ/EQII" account. The cards are shared and can be used in either game or in a standalone client. There are currently no game-specific cards.

Furthermore, if you should decide to play at a later date and are not an EQ player (I am not), you can play the game through the stand-alone, you simply don't receive the advantage of the free starter deck. You need only have a Station Account.

Packs (not single cards) will drop as loot throughout both EQ and EQII. They are an extra drop and do not affect the loot tables except to add to them. Scott Hartsman of Everquest II stated that while "general card drops are common, drops in general are rare enough to be fun". They are similar to chest loot in EQII - green con or higher - and though Clint Worley didn't give the specifics of the drop type for Everquest, both producers made it absolutely clear that the card drops were designed to work with the same mechanic in both games.

Loot cards are an additional item within a booster pack. Each booster contains 15 cards and the chance of a 16th loot card. When redeeming a loot card you can choose whether the item is for EQ or EQII. If the item is claimable (one per character as in the case of mounts) you must choose a character to receive it. Loot is not tradeable. Loot cards are.

One of the larger confusions of the Q&A session regarded the interface. The game interface between players is a UI (user interface) element within the game client. It is no different than an inventory panel or chat channel. It is not a separate window. Because it can be maximized and minimized at will within the game, you can play while healing, spawn-camping or simply hanging out. It is a card game and therefore turn-based. Need to take your turn at the next spawn? Minimize the window and take your turn.

Concern was also expressed as to whether Sony Denver had played Magic: The Gathering and taken lessons from the granddaddy TCG game. Their pedigree currently includes Starchamber, Auto Assault TCG Online, Lord of the Rings TCG Online, Star Trek TCG Online, Pirates CCG Online and Stargate TCG Online. One of the lessons they wanted to assure the audience they had learned from their experience was regarding power creep. Successive expansions in any game (MMO or TCG) results in power creep. Continual balance against previous design is very difficult unless you design down and playing with less powerful skills or cards is simply not fun. This is one of the reasons trading cards go into retirement.

To help prevent power creep, the designers of Sony Denver work with rarity differently than traditional design. Rather than make rare cards/items more powerful, they make them more specialized. This does give them an advantage but balanced by a cost. A deck of common cards is quite simply easier to use than a deck of rares - and probably more efficient. It's the combination of the two that makes for the best deck.

This is where trading comes in. Should you never want to buy a card it is an option. Because they drop as loot you're bound to find one - eventually! But, (barring the aforementioned legal issues with gambling) the cards are tradeable with other players. There is also guild support within the game (although I didn't have enough time to view this when I played.) Worried about card farmers? Smedley made sure that everyone in the room knew that he would have no patience for farming of the cards and secondary market sales. Card sharks beware!

After the Q&A the attendees were let loose on 50 PCs for Ѕ hour a piece for four hours. The PCs were never empty. I snuck my way in and played for a while.

With 100% completely original art the cards are rather stunning and I was asked several times what I thought of them. But, to be honest? The music caught my attention. It was flowing and majestic and dynamic. Yes, the cards are gorgeous but not just because of masterful art, but also because of the truly vibrant colors on the screen.

Starting the game requires building an avatar. They could have taken a very bland and dry approach: choose elf, dwarf, etc. But, instead it states "I am bold and outgoing I am XXX". You choose your race based upon those traits you identify with; then your archetype, then your class. It's the adjectives that describe "you" that make the avatar. Then you name it.

There's a fantastic deck wizard for those unfamiliar with deck building. (I suggest playing the tutorials first or else you won't know why you're building your deck in the manner it suggests.) It won't build the most efficient deck but it does a very good job of building a "whole" deck with no gaps.

Support creatures/characters, items that work with your archetype, weapons for your class, and the four quests…all of these are accounted for in the deck wizard.

Play is designed to be familiar to the MMO player. Terms are expressed in what is familiar. "Your avatar is like your characters." "Your deck is like your inventory." This is consistent throughout the tutorial and gives the game a very familiar feel to the TCG-uninitiated. Gameplay is even more familiar.

You begin with your avatar vs. another player as you both place a level 2 quest (each of you has chosen a level 2, 4, 5 and 6 quest). There are two win conditions: complete four quests or defeat the opposing avatar. You do not have to complete your own four quests, simply four quests.

You will place support characters/pets/creatures on the board to raid against the opposing avatar. Your avatar will use his/her abilities to defeat opposing raid creatures or to complete quests. If there is an opposing card at a quest, you cannot directly attack the opposing avatar. Because of this, you have three areas of play: the quest to the left, the quest to the right, and assuming you have enough power, your avatar.

Buffs and debuffs occur with items, baubles, abilities and events that trigger changes much like combat during an MMO. Because characters are Neutral, Light or Chaotic, you will also be maneuvering a slider from Light to Chaotic as you place cards on the board. Once you reach 10 on either side (it is cumulative in both negative and positive - one light and one chaotic equal neutral) then adding cards of the opposite faction will cause receive damage. As you become an experienced player, this will count greatly in your strategy.

I played the first 3 events in the single player campaign. There are 15 events in this campaign, each lasting approximately 15 minutes. It is designed to take you through the story of Oathbound as well as develop a familiarity with the game, tactics and strategy. Because the game is online and not paper, it is also important to note that with only a limited number of cards you can build multiple decks - using the same cards. You do not need three "Sneak Attack" for three decks; you can simply assign it to three different decks. As long as you do not trade it away, it is always available for play.

Future plans for the game do include limited edition art, tournaments with unique cards for awards and multiplayer gameplay. Right now, more time with the game would be preferable. As I stated above, I'm not an EQ player - yet I enjoyed the theme of the cards and strategy of the game. I beat three single player campaigns, 1 PvP and lost twice. Great fun!



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About the Author, Kelly Heckman (A.K.A Ophelea)

I'm a mother of two boys, ages 11 and 13 and live in the chaos that ensues. I've a permanent disability that keeps me homebound, so books, kids, games and books are my constant companions. Oh, and books, too. *grins*

My children both play games so I often play them first, getting to know exactly how something may effect my sensitive and easily stimulated older child vs. my stoic and imperturbable younger.

I like games for games; for the pure enjoyment of them and believe that no game is wholly bad, though some are real stinkers.

I also have the dexterity of a camel in mittens so find playing FPSs difficult (and I also don't like the gore) and RTSs at times can stump me. I just can't seem to move quickly enough to keep up with them. Some of my favorite games are arcade games and I'll spend 3-5 years on the same 5-6 levels because I just never get any better. But, I have fun.