Pantheon: Rise of the Fallen had its first debut of sorts. Brad “Aradune” McQuaid showed off a very, very (I’m seriously, it’s disturbingly early) version of Pantheon. About 20 minutes into the video I really started to wonder if showing gameplay of the game this early was smart. I’m from the generation of MMO gamers that can look past graphics and animations, but I was struggling to look past the free Unity assets. Have a look below.
Let’s cut to the chase. I subscribe to the ideology. I’m a fan of EverQuest — the hardcore version — and I liked Vanguard (the earlier version, and what was actually finished). I like Brad’s overall vision of MMORPGs being actual RPGs and feeling like a virtual world. I like the old school mechanics: death penalties, difficulty, class identity and interdependencies, etc. If you read my blog, you know that’s who I am.
What I’m worried about here is whether or not Pantheon can actually take that ideology and build it around a game that’s actually fun. Mechanics aren’t enough. Without polish and a talented team to execute those mechanics around something playable (a game), you get nothing more than a generic D&D parser.
The idea of where Brad wants Pantheon to go sounds great, but right now Pantheon doesn’t look fun; In fact, it looks like it lacks a soul. I need to see that the team can deliver the game behind the ideology before I can get excited.