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Wizard101 (W101)
KingsIsle Entertainment | Play Now
MMORPG | Genre:Fantasy | Status:Final  (rel 09/02/08)  | Pub:KingsIsle Entertainment
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Free | Monthly Fee:$09.95
Desktop Client | System Req: PC | ESRB:E10+

Wizard101 General Article: The Ups & Downs of Shopping, UI and Loot

MMORPG.com Wizard 101 Correspondent Matt Plourde writes this article focusing on the UI, Shopping and Loot aspects of the game looking at how each system hits and how they miss.

By Matt Plourde on May 04, 2009

Okay, the gloves are off for this one. I'm a big Wizard 101 fan, and I continue to play & enjoy my time in the Spiral. However, there are some glaring holes in the Interface, Shopping & Loot systems. Some of these pitfalls can be navigated, and some are just part of the experience. Hopefully, you'll find some useful tips below!

Interface:

Wizard 101 does several things right: your view is not cluttered with windows, bars, or a massive radar. Aside from a few unobtrusive icons around the corners of your screen, the main view is dominated by the 3D world and your character - bravo! This is no small feat for a modern MMORPG.

The compass may be toggled to display the zone exits around the corners of the screen. However, since the game world is not particularly large or complex - you won't need this for long. It's a solid feature for the younger crowd, though.

Your friends list may be activated by clicking on the little "hands shaking" icon in the upper right hand corner of the screen. The April 2009 patch added the ability to set some friends as "best friends." Toggle the star to achieve this. These "best friends" appear at the top of the friends list. My largest complaint about the friends list is you must be standing next to a player to add them as a friend. I see why this is necessary (duplicate names are allowed), and I think the purpose of the "true friend" code is to allow you to add friends offline - however, I've never gotten the true friend code to work. Anyway - the best feature of the friends list is the ability to warp right to them! This is a fantastic time-saver with only marginal abuse potential. Kings Isle gets a golden star for this one.

Chat is accomplished with free text (hit "enter" to bring up the chat window) or with the text menus which are reached by clicking on the speech bubble icon in the upper left of the screen. Note: players under 13 years old cannot see your free text chat. The free text is heavily filtered (as you type, which is nice). The biggest problem is you cannot send numbers through free text chat - I guess the devs didn't want people relaying their age or address... probably a good thing!

To access the main interface, click on the book in the lower right of your screen or one of the shortcut keys such as "C" for Character or "B" for Backpack. The bookmarks along the right of the "interface book" take you to different sections of the interface.

The Character tab lists all vital information about your character: Health, Mana, Experience, Power Pip Chance, Bonus Accuracy, Titles, PvP Rank, etc. Next we have the Backpack tab where your items are stored. Use the icons along the top to only view items from a certain slot. All equipped items will have a little fist next to their name. After that is the Spell Deck tab - read my previous article on basic deckbuilding for information on that aspect of the game.

The next tab contains the info on all of your current quests. This section scrolls, so look for the little arrows on the right and left to scroll through your active quests if you have more than four. Some quests will even have smaller arrows next to the icon of your "target" - this means you may have to visit multiple NPCs, locations or defeat multiple monster types. With a recent patch, you may also "track" one quest. Quest tracking will show an arrow which usually points in the right direction. More importantly, your current progress will be displayed right above your experience bar.

The Map tab shows your current location (you can zoom out). Also, you can use the Bed icon to return to your dorm in Ravenwood or the House icon to return to the "start" of your current world (ie - in Wizard City, you are transported to a location right outside of Merle's house). You may activate the House or Bed once every 60 seconds. The Question Mark tab is the help section - if you are new to Wizard City, it may be worth a look. The next tab is the Realm tab where you can check on the player populations and switch servers. The last tab of note is the Options tab where you can adjust your graphical, audio, and interface settings.

The recent addition of a Shared Bank between your characters is a welcome addition. Now, you don't have to sell that great robe you found for another magic school - save it for an alt! However, some items are marked as "No Trade", and cannot be placed in the shared bank. Gold is also restricted from trade. You access the shared bank from your dorm room.

So, that's pretty much everything! As you can tell, there's less going on than in most MMORPGs. The two big systems absent from Wizard 101: Grouping and Guilding. While Guilding can be missed in a game geared towards a younger crowd, the lack of a Grouping option is sometimes painful. If I wasn't in the same room as my wife, I don't know how we'd logistically stay together and remain organized. Sure, we can warp to each other's fights if we get separated, but some form of rudimentary Grouping system would be a welcome addition.

My main complaint with the interface is the lack of a world radar. Ever since Wing Commander, radar has been a useful tool in a 3D game interface. One of the biggest problems with "grouping" in Wizard 101 is the frustration to try to stay together. A simple radar with locational dots for your friends would be an excellent addition.

Shopping:

Gear and treasure cards may be purchased with Gold in most Wizard 101 shops. Gear can also be purchased in specialized shops with Crowns (bought with real-world cash) or in the arena shop with Arena Tickets (gained by participating in PvP matches). You may also purchase a color change in any of your gear with gold (another gold star to Wizard 101 for adding this).

Even with all of these options, the shopping experience is quite shallow in Wizard 101. There is no auction house, so everything is somewhat static. If you enjoy browsing five-hundred Frosted Axes of Cupcake Doom on an auction house, looking for a bargain - you may be disappointed. Also, since there is no Crafting in Wizard 101, there isn't a need to visit a vendor or hunt for rare materials. However, recent patches have added some variety to the Crown shops, and the devs have mentioned that they'd like to rotate and keep that selection fresh.

Until the April 2009 patch, the PvP reward gear was less than stellar. Now, however, there are some interesting items for sale from Diego. Hopefully, this trend continues and we see more items in the PvP shop (like player housing fluff, as mentioned by the housing preview).

Shopping Tip: Some of the best gear can be purchased with gold, which is slow to accumulate in Wizard 101. These items make a huge impact on your power level (though not quite as much as before the early 2009 nerf). You can significantly (up to ~50%) reduce the cost of these items by playing with the colors before you purchase! Of course, you can recolor these items later by visiting the paint shop in Wizard City.

Loot:

Here lies my largest disappointment with Wizard 101. Perhaps I like loot too much, I don't know. One thing is certain, however - there is little depth or randomization in Wizard 101's loot/drop system.

Most of the best gear is purchasable with gold or crowns, so the whole RPG standby of delving into a difficult dungeon in hopes of glittering rewards is almost absent. This may be changing, however - as a patch in early 2009 nerfed most of the high-end crown and shop gear. Perhaps the dungeon-dive will make an appearance in Wizard 101?

Despite my disappointment with the current loot system, I must praise Wizard 101 on its art direction. Of course - the mythical creatures are presented with great attention to detail and folklore. Also, some of the loot you do gain from boss fights is fun and interesting. My wife and I took down an iron golem boss in Marleybone (iron golems have a big furnace belly), and I received a fire staff with a miniature furnace on the top. Good stuff.

Loot Tip: The best dropped loot comes from bosses, so target them for all your extraneous loot needs.

Don't expect to find deep social, crafting, shopping, or loot systems in Wizard 101. While that may sound like a death sentence, Wizard 101 is still vastly entertaining. The released and upcoming features are impressive in their scope. Wizard 101 remains a breath of fresh air amongst the recent crop of MMORPGs.

More Wizard101 Features:

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Wizard101 - Zafaria Trailer Shows Off Wild Side Media added on Wednesday November 30
Wizard101 - Cross Generational Magic Review added on Monday November 28

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BobRichmond writes:

Very well written and accurate article. I would just like to comment on a couple of points you made.

"I've never gotten the true friend code to work"

Since these codes are only good for 48 hours after generation, it is very difficult to get them distributed and input in time. Instant distribution (via IM, PM in forums, phone, etc.) and timely input is necessary.

"Most of the best gear is purchasable with gold or crowns, so the whole RPG standby of delving into a difficult dungeon in hopes of glittering rewards is almost absent."

Even though my first generation, Mooshu bought, crown clothing is yet to be topped by drops (IMO); there are drop items not available by purchase. Good examples of these drops are swords in Mooshu / Dragonspyre or pet with cards in most of the worlds.

New Post Quote
5/04/09 12:10:17 PM
 
rhinok writes:

I agree.  Excellent write-up. It touches on a few of the issues I, as an adult, have with Wizard101, which are:

Chat - frustrating at times, but generally acceptable to me.  As a parent, I definitely appreciate it for my son. The whisper system seems clunky, though. Older gamers can become frustrated with the enforced constraints of the kid-friendly chat system. As of now, gamers under 13 and free gamers are limited to emote-based chat. Only paid players over 13 can use the “free text” chat (or paid players under 13 whose parents expclitly enable free text chat), although this still limits the chat based on an approved dictionary. Players limited to emote-based chat, either due to age or subscription status, cannot even see free text chat by those who are allowed to use it. All they see are ellipses (…). Why not add in a third layer of chat for paid subscribers >= 18 years of age? This third layer could be truly free, non-dictionary based (except for obvious words that should be censored, just like they are in adult MMOs). The mechanics of the chat system would still be the same in that <13 and non-paid subscribers would still see ellipses instead of the chat, thereby mitigating the possibility of children seeing chat that may not be appropriate. Paid subscribers between 13 and 17 would only see the text they’re allowed to see, based on their level of chat, unless the most open level of chat is explicitly enabled by their parental unit. This approach still keeps kids safe, but will reduce frustrations more mature gamers have with the existing chat system.

Grouping - definitely frustrating.  I've had the same issues when grouping with my family members.  If we didn't have the ability to physically speak with each other, we'd be more frustrated with it.   Additionally, since there aren’t any real groups, there isn’t an explicit group chat channel. I’d love to see groups and group chat implemented. Group creation could be limited to those paid players >= 18 (unless explicitly allowed by an adult, in which case it’d be 13+ - NEVER under 13, UNLESS IN THE SAME FAMILY ACCOUNT). I'd also like to see the ability to lock down a group so that nobody could join a battle, even if there are 3 spots open. There's been so many times when I just wanted to login for a few quick battles, get the mobs down to nothing, but have little life left of my own, when suddenly a couple more players jump in along with fresh mobs, thereby ensuring my doom... It's even more frustrating when those players flee. Grr...

Guilds - I can see why they don't exist in a kids game, but they'd still be fun and I think they could be implemented in a kid-friendly manner. As a parent, I’d absolutely be leery of letting my 9 year old son join a guild in a MMO, even in a kids game. That being said, I think it’s a critical component for more mature gamers. As such, why not add in guilds for paid players >= 18 (unless explicitly allowed by an adult, in which case it’d be 13+ - NEVER under 13, UNLESS IN THE SAME FAMILY ACCOUNT).

Trade/Auction House - currently, one can only trade cards, not items, which seems a little silly.  There's been times I've grouped with my son and thought "wow - this item would be perfect for him", but I'm unable to give it to him.  Introduce item trading for paid players >= 18 years old (unless explicitly allowed by an adult, in which case it’d be 13+ - NEVER under 13, UNLESS IN THE SAME FAMILY ACCOUNT). This introduces a famiilar MMO mechanic, but still keeps kids safe from being scammed, bamboozled, tricked, etc….

Races - there's only one.  It'd be so COOL to play as a cow, pig, krok, mander, marleybonian, etc....!!!!

No other starting areas - this is a big one, as far as I'm concerned, with replayability.  You have the ability to create 6 characters/account, but they all start in the same place and you simply repeat the same content over and over.  There's nothing new to do.  I'd love to see additional starting areas open up after you reach max level or maybe even some sort of remort system.  That'd rock!

Please note, I'm not complaining.  I think Wizard101 is a fantastic game.  Even though it's built for kids, it's fun for adults, too.  These are simply things that I, as an adult who plays Wizard101, thinks would help attract and retain a deeper pool of players, while still keeping the game kid-friendly.

~Ripper

New Post Quote
5/04/09 12:59:33 PM
 
junzo316 writes:

I played this game up until Dragonspyre was released.  I enjoyed it a lot, but did notice the things that you have discussed.  I was upsaet that I couldn't swap gear between my players and I am really happy to see that that was implemented.  I would have loved to form a team, which is one of the reasons I left.  A guild would have been great if implemented properly.  I wouldn't I have felt as "alone" in the spiral if I had people to chat with and a team to tag along with.  I still really enjoyed my time in the spiral, and I suggest it to people who are looking for a fun, casual, and different MMO.

New Post Quote
5/04/09 1:24:12 PM
 
Asmir writes:

I enjoy this game and kudos for a well written and accurate evaluation. When considering much of what is missing I think it prudent to consider the taget market seems to be much younger gamers. In that sense, I think the depth is pretty fair for a youngsters first MMO while having enough energy for parents to enjoy going along for the ride. It would be nice to see some of the ideas you've listed but in spite of the lacking elements, its a well done kid safe environment.

New Post Quote
5/04/09 8:21:58 PM
 
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