So, feel free to slow me down if I'm getting way ahead of where the game should be at this point, but there's something missing, and it's a really big something.
Let me explain. Right now, it seems the only real objective in the game is to go into the clockworks and fight in the dungeons. That's fun but if that's the whole game it's going to have no lasting appeal. When I'm not in a dungeon the only thing there is to do is chat. I'm not living in this world, I'm passing though it on my way to playing in the dungeons.
Let's compare to 2 other games - Puzzle Pirates and Bang Howdy. Exploring the Clockworks is comparable to pillaging in Puzzle Pirates and playing any of the games in Bang Howdy.
In Puzzle Pirates there is an engrossing, complex world that's built around pillaging, including many variations on it (Blockades, Sea Monster Hunts, etc.), carousing to do when not on a ship, and a player driven economy. In Bang! Howdy when you are done playing the gold rush, you log off. There literally is no world. You don't live there. It is pretty much entirely a game lobby.
Puzzle Pirates has been a great success. Bang Howdy, not so much. I believe that a big big reason for that is because there is no world to live in. It's just a game lobby for games that are fun to play once in a while.
Right now Spiral Knights is much much closer to Bang Howdy than Puzzle Pirates. Sure there are a few scenes that your avatar can hang out in when you're not in the Clockworks, but it's not engrossing. When I don't feel like playing in the Clockworks any more I log off. I have no sense of living in the world.
Even if the Clockworks are twice what they are now by launch, if they are 60 levels deep, what happens once I'm able to beat it? There is 0 high-end content, which isn't a big deal, the game isn't even launched, but if there are no plans for higher end content, if the expectation is that I'll keep pumping in money to keep going to the core over and over again, then that's going to lead to disappointment when it comes to OOO's coffers.
I hope I don't sound overly critical, or like I have higher expectations of what this game can be than it's intended to, but I'm trying to give as much useful feedback as possible from myself and gamers like me.
So what can be done to make the world something I live in, rather than pass through? I'm not sure, it depends on the direction the game takes. PvP definitely, and a reason to PvP. That should lead to politics of some sort.
More player influence on the world. Right now the only effect players have on the world are making the arcade gates, but that's a really really good start. It would be interesting if the concept was expanded so that players could keep pushing outward laterally from Haven, instead of just deeper. We have a whole planet, we shouldn't be limited to just one surface town.
Letting players blaze new permanent or semi-permanent paths to other areas of the world would be great. One thing that Puzzle Pirates has always been missing is the freedom to explore, to expand the map, to discover new areas. That would be a great mechanic in Spiral Knights, and a great goal for a guild, to explore and push out and eventually discover... something! I don't know what, either a new surface town, or some other completely new mechanic, other than dungeon crawling.
I feel like the game has a lot of room for growth into a much more complex and engrossing experience, into a world I want to live in. I don't know if that is in the plans though, but I hope so.
I love the world of Spiral Knights, it is so original and rich in potential and I would also like to see that potential realised.
One of my favourite parts of this preview is the way tutorials are done; you crash land on the planet and have to travel to the camp. You talk to NPCs and start to learn about this strange world, and your place in it. You hear of the almost legendary figures called Spiral Knights whom you will soon be joining on their quest to discover the world's secrets. And then you embark for Haven, upon a well-used but still wild and perhaps dangerous path.
It has a real feeling of embarking on an adventure that unfortunately hasn't carried over to the rest of the game yet; I too would like to see more exploration, more adventuring, more lore. But there's enough here for me to feel confident that all this potential won't be squandered. There's clearly some very talented people working on this thing!
Perhaps taking our first look at the real Core will answer all our questions :)