Why Tabula Rasa didn't exactly succeed

In my opinion for reasons not dissimilar to Auto Assault's failure.

There was a general disinterest and lack of hype toward Tabula Rasa, mostly because the few infos and media coming out of it were forgettable and mediocre.

Exhibit: this last video.

I don't know the effect it has on current subscribers, but to someone who never saw the game (me) it looks "meh". And that video is supposed to hype some awesome features coming with the patch, I suppose. At some point you even see players sliding around without moving their feet.

Tabula Rasa's kiss of death was a too long development cycle without a clear aim (so no focus and no time to get it right). Despite some interesting ideas here and there, the problem is that the underlying game isn't good enough. Not the overall systems and more complex features, just the basic feel, visuals, controls.

The basic message the game sends at first glance is poor. Looks like a childish shooter with silly aliens and cartoonish mechs, with big blobs of colors as weapon effects. Honestly, it looks like a poor man Halo clone that has nothing of what made Halo popular (which is a modern "Space Invaders", with waves of enemies to fight in various stages).

I say this overall effect is like Auto Assault reason of failure because what misses here is the basic visceral feel of a sci-fi shooter combat game. In the same way Auto Assault totally betrayed the expectations and dynamics of a car combat game. Both look and feel inconsistent, quirky, approximate. A bit of patchwork of classic MMO combat mechanics with slightly different skins.

It looks generic and awkward and this is made worse by the fact that the setting moves expectations toward a different kind of gameplay. Here we continue to theorize that sci-fi can't be successful when the truth is that sci-fi isn't successful when it is a skin on top of a classic fantasy game with minor changes.

We have sci-fi, we have fantasy, but it seems that when it comes to gameplay we just have one model that is applied to both uniformly.

Now again the exercise is to imagine a Tabula Rasa that is instead close to the expectations. So close your eyes, think of some epic battle scenes from Starship Troopers, or Terminator, or Aliens. And I'm sure you'll figure out quickly what is in their "feel" that Tabula Rasa misses completely.

Sadly while marginal game design progress can usually lead to better games, it isn't enough to deliver a good sci-fi game. To do something really different you need to reinvent the wheel and move as far as possible from marginal tweaks to current MMO combat.

Or at least use the Quake Wars or Gears of War or Call of Duty 4 as your basic model of gameplay, instead of WoW (or Star Wars Galaxies).

Re: Why Tabula Rasa didn't exactly succeed

Nail - Head - Done

Quite correct in your view. TR was quite fun when I first played, as visually it was different, and felt cool with the whole semi - realtime shoot em up...
Then when I had to get 10 of this, meet this guy...blah, blah...the WoW feeling sank in, and disappointment ensued..

This, and the fact of no racial selections (slightly changed now...meh), boring crafting...like all RPG's (except for EQ2 seems like fun craft), and then the nerfbat attack...
Well..it had been put aside for other games already doing it better...

For example of that see : LORTO (been there done that gameplay with a pretty shell)

Re: Why Tabula Rasa didn't exactly succeed

@Qpenedge1

The crafting in EQ2 is not better. Its a bit more complex but its boring like all other games because you have to do the same for hours and hours and hours...

The only innvoative crafting system i knew was in starwars galaxies because you have to select the resources to craft an item very well. And not every crafter could make all the items in the same quality.

Re: Why Tabula Rasa didn't exactly succeed

I would contend that Tabula Rasa does have something that actually works in its favor and works well, and that very much IS the Starship troopers feeling of being swarmed by waves after waves after waves of enemy (some of them ar even bugs).

In fact, this very feature present in their Control Points game play is what makes the game so engrossing, especially to newbs who first start playing.

It is, of course underutilized. No real reward other than XP and token drops to purchase crafting patterns/materials, and recently purchasavle "respec stones". The idea is that participating in assaults (which is nigh impossible solo at level) and control point defence (also nigh impossible solo, although slightly easier because of the way you can use cover to mitigate damage to yourself while still being able to attack) will drop assault or defence tokens from killed mobs that are used for different types of purchasavle respecs. Good reward imo,but still needs further development to make control points much more important to the overall map. You would never think that a simple pve encounter could be this epic or have the same sense of epic feeling as some of the keep defence/assaults had in games like, say, DAOC.

What was especially interesting to me was the way some control points worked on release where controlling a point allowed you access to the dropship (which allows you teleport access to the next maps or previosu maps in another zone) and local teleport points. Local teleport points are important because of the way the world was designed to be a constant an perpetual battlefield. Having the option to run to teleport to a closer point to your destination was pretty important. Without it, you have to wade through waves and waves of mobs that dropship down onto predefined and randomized locations that coould very well ruin your day. Without zonal dropship access, you have to wade through waves of mobs to even get to the next zone. And suddenly they did away with the importance of that for "player convenience". But originally, participation in these assaults and defence was all inclusive and a "near" necessity activity.

The other great thing that TR did well was the implementation of "ungrouped" group play. Which allowed the inclusion of players not in your group and of varying/differing levels to equally participate and/or help each other on the fly in the same area for similar objectives...all without ever having to group. But its importance and relevence is tied very much with the Control Points design, although it works well but to a lesser extent in other areas of the gameplay.

The game in actuality is very immersive and they've done a fantastic job of making individuals feel like the hero of the war effort. But this immersion is also a weak point because of the frenetic and constant pace of the combat (very few areas where you can go afk without threat of death outside of major bases). Meaning, after a hard day at work and you login for some gametime, it's hard to relax when you're getting bombed, nuked, bitten, stabbed and shot at constantly. Double edged sword really.

There are issues with the game, as in any, but its biggest failing really is its ability to communicate to people to entice them into being interested without sounding off list after list of features. In all honesty, it is a great sci-fi and gameplay concept (wether it matches their intended concept is, at this point, irrelevent) but without a good way to communicate itself to people outside of the people who are already predisposed to play, it will continue to flounder.

This is a shame. For lack of proper advertising and communication, many of the great ideas, implementation and level of accessibility that this game brings will slowly fade into obscurity. This in turn will continue to turn developers away from trying new ideas and concepts. Real shame.

Could Taula Rasa be a "Great" game? I wouldn't say great, but this is exactly the type of concept game that would open up the genre to something new if it could actually get people to play/be interested. Akin to the way Ultima Online (arguably) really helped open up concept and implementation of the modern MMO.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.