Warhammer Online: Age of Reckoning Previews
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Alongside the more familiar Player vs. Environment (PvE) quests that you'd expect from, let's state the obvious, World of Warcraft, are Mythic's distinct Realm vs. Realm (RvR) games. These range from the regular PvP zones where you can hack away at any opponent you encounter, onto the "Battlegrounds" - instanced multiplayer zones featuring timed battles based around games more familiar to FPS players like capture-the-flag - and finally the server-wide territory race to siege the opposition capital. In fact, all RvR encounters count toward this goal, with personal wins scoring points for your entire realm.
The second is at GameZone:
For the Empire, the humans are steeled against corruption, which is essentially what Chaos stands for. There are four general classes the Knight of the Blazing Sun, the Witch Hunter, the warrior priest and the Bright Wizard. While same professions are mirrored in the Chaos side, there are differences in skill sets. The human Empire is defined by Renaissance buildings and a structured medieval society while Chaos is earmarked by the bizarre and obscure like eyeballs in the ground, vortexes in the clouds, neon mists, trees with faces and any thing that would track the cause of outrageously chaotic.
The third is at GamersInfo.net:
Each racial pairing has five zones - one capital zone each, one allied zone each, and a neutral, contested zone in the middle. As you follow one of the four types of RvR, you gain points for your side. Those points let the front lines move back and forth, and if you're better than your racial enemy, you might even take his capital city, loot it, capture his king, put him in prison, and then move on to the next enemy race's capital.
And the fourth is at Warcry:
Toward the end of the demo, I'd already completed a half-dozen quests, explored a large chunk of land and gained a few new skills, when I stumbled into an area and was told that I was involved in a public quest. A public quest is an area in which everyone in it, regardless of whether they know each other or not, has an overarching goal to achieve. In this case, it was kill enemies and save farmers. Once the goal is achieved, the quest rolls over and goes to the next step. Eventually, we were fighting a giant. This kind of dynamic was easy to use - the UI told me exactly what was going on and what was needed of me - and rapidly tied people together in a common and organic cause.