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How They Made World of Warcraft

SiliconJesus writes "Rob Pardo, VP of Design at Blizzard, gave an interesting keynote at the Austin Game Conference outlining the Blizzard philosophy on designing game content, core and casual players, and why story should always drive the game." From Raph's writeup: "If you extend the leveling curve too far, it becomes a barrier. You hit a leveling wall. Our walls are shorter and there are less of them. The short leveling curve also encourages people to reroll and start over. We had some hardcore testers who would level to 60 in a week. There was much concern within the company. But I would tell them that we cannot design to that guy. You have to let him go. He probably won't unsubscribe, he's going to hit your endgame content or he'll have multiple level 60s. In games with tough leveling curves, it discourages you from starting over." More is available from the conference, with Gamasutra having a rundown on Mark Terrano's writer's keynote, and Gamespot's piece on the MMOG Rant session. Paneled by the likes of Matt Firor, Lum, Rich Vogel, and Jessica Mulligan, that must have been entertaining to see live. One more thing - WoW has 7 Million subscribers now.

140 comments

  1. That's easy... by PFI_Optix · · Score: 4, Funny

    Large quantities of crack and heroine. Every user...ummm...player knows this.

    --
    120 characters for a sig? That's bloody useless.
  2. How They Made World of Warcraft? by Refelian · · Score: 4, Funny

    They made a pact with the devil?

    1. Re:How They Made World of Warcraft? by Anonymous Coward · · Score: 4, Funny

      Actually, it was more of a virgin sacrifice. They just had to give the devil their office interns, plus a few programmers. It was a steal really - it's not like virgins are in short supply in the game developer business :-)

    2. Re:How They Made World of Warcraft? by Anonymous Coward · · Score: 0
      They made a pact with the devil?
      You should be careful. The devil doesn't enjoy his deeds being pointed out. And this story was posted by 'SiliconJesus'. And you know what they say about the devil, he's always the last slashdot user you'd expect!
    3. Re:How They Made World of Warcraft? by RsG · · Score: 5, Funny

      I'll have you know that I was very displeased at Blizzard. I wanted female virgins, damnit! Bloody contract technicalities... ...why the hell did I create all these lawyers anyway?

      -The Devil

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    4. Re:How They Made World of Warcraft? by nule.org · · Score: 1

      It's a well documented fact that the dark lord was at least consulted.

    5. Re:How They Made World of Warcraft? by __aaclcg7560 · · Score: 2, Funny

      Blame the damn lawyers. Nevermind that the Devil was always in the details.

  3. I'm still wondering... by antialias02 · · Score: 0, Flamebait

    ...how an MMORPG can have a "story." I mean, yes, there's a whole world background that hardcore WoW players can recite. There are always details and intrigue of relations between factions. But in all honestly, the game doesn't end. If there was an actual plotline (in terms of exposition, hook, rising action, climax,falling action, and resolution) then one would be able to "Beat Wow" and Blizzard would lose the fortune they're making in monthly fees,and that wouldn't happen. They probably should've said you have to build your game around the "premise." To even try to make us believe there's a story in WoW is ludicrous.

    1. Re:I'm still wondering... by SolemnDragon · · Score: 2, Informative

      there are TWO stories. One is the background, which i can't recite because i ignore it every chance i get. The second is that they frequently have world event- where there is a battle, with war preparations, or there is a new enemy who appears for awhile, or things like that.

      I try to ignore those, too.

      So yes, there is a story, and there is endgame content that people can do, but not everyone bothers and it isn't really worth it to me as a casual gamer.

        In fact, as long as i'm posting in a gaming thread: Hey blizzard! More stuff for casual gamers!

    2. Re:I'm still wondering... by Siberwulf · · Score: 3, Interesting

      Sure there's a story. Are you an active part of the story? That is up for debate.

      The whole storyline of WoW is actually part of WC3, and to a limited extent WC/WC2. It sets the stage for the game, it justifies relationships in the game, and it helps set about the Geography of the game. Thats all you need to define a "Story". Hell, without story, you're pretty much playing a FPS, aren't you?

    3. Re:I'm still wondering... by The+Living+Fractal · · Score: 4, Insightful

      Stories within stories. Subplots. Etc...

      You see, while you are right that nobody will ever be able to 'beat wow', there are still parts of WoW you can beat. For instance, every large 40 man raid comes with a story, some better than others of course. Look at Nefarian and Blackwing Lair. There is a LONG story behind that dragon, the lair, the orcs, and the surrounding zones (searing gorge and burning steppes). In fact, before you ever get to step foot in blackwing lair you have to go through some quests that highlight some of the story and lore. And if you want, you can read up on the particular lore of the encounter you are doing.

      Some say "BUT!! BUT!! Once you kill Nefarian he isn't REALLY dead!"

      Yea, well, once you read a good book, guess what, you can read it again. This is no different really.

      TLF

      --
      I do not respond to cowards. Especially anonymous ones.
    4. Re:I'm still wondering... by Red+Flayer · · Score: 3, Insightful
      If there was an actual plotline (in terms of exposition, hook, rising action, climax,falling action, and resolution) then one would be able to "Beat Wow" and Blizzard would lose the fortune they're making in monthly fees,and that wouldn't happen.


      Story != literary plotline. MMOs like WoW are not short stories, they are not even novels. I think you need to redefine your assumption of what 'story' is in the context of MMOs.

      I'd contend that a 'story' in an MMO consists of related events occurring outside the actions of the player, that in turn affect the play experience. It's nothing more than an excuse for changing the setting, which gives players something new. When done well, the players are intrigued by the story, enough so that they don't notice that it's a pretext for introducing new/different content. The point is to keep things fresh enough that people don't cancel their subscriptions.
      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    5. Re:I'm still wondering... by ClamIAm · · Score: 1

      It sounds like you've only played the uber-large MMOs, and have never been in a guild. Or maybe you've never even played an MMO.

      Anyway, it's very possible to have stories. You could, I dunno, roleplay and find other players who also roleplay. Or you could seek out a game that actually expands the story as it progresses.

      And no, having an "actual plotline" like you describe does not necessarily mean that you are able to "beat" the game. Resolving a major conflict does not mean the game is over. This is like saying once you resolve a major conflict in life, your life is over.

    6. Re:I'm still wondering... by dorath · · Score: 1
      I'd contend that a 'story' in an MMO consists of related events occurring outside the actions of the player, that in turn affect the play experience.

      Asherons Call 2, for all its faults, did an excellent job of that.
      Everquest 2 is doing this now. The large game updates include preludes to upcoming expansions months before the expansion is released, and zones from the original game are altered to show the expanding influence of the two major cities.

      The story and lore of Warcraft are two of the reasons I'm not interested in WoW, where the opposite is true for EQ2. While I don't think story or lore matter much or at all to most MMO players though, but they do matter to some.
    7. Re:I'm still wondering... by lymond01 · · Score: 1

      I think what most people don't realize, except maybe on a subconscious level, is that they are making their own stories. Remember Sam telling Frodo during their journey about being part of a story and how it doesn't really feel the same because you don't know what's next as you're part of it?

      Consider some of your adventures in WoW (or EQ, or DAOC, etc). If you were to write them down, use some pretty prose, you might even have a good story. It's not part of the overwhelming "story of the world", but then it's not that way in real life either.

      "The trip from the keep was uneventful until we reached the place where the forest thins and the desert wastes begins. Our party of six nearly became a party of five as we were beset upon by a great flying Griffon. Why our wily ranger didn't notice the creature before it arrived still puzzles me, but it was his bow that gave us the time to escape into the little cave hidden in the wall of the dunes. If only we'd had time to prepare for what we found in there..."

      Your group ran from Freeport to the undead dungeon of Befallen and almost was wiped out by one of those high-level griffons that inhabit the area. See...a story!

    8. Re:I'm still wondering... by Chris+Burke · · Score: 5, Funny

      Yea, well, once you read a good book, guess what, you can read it again. This is no different really.

      You mean you don't destroy yours? I find that burning books after I read them gives them a satisfying sense of finality.

      There is something to the lack of long-term effects on the game when you beat bosses, though. The fact is you aren't replaying an entire story arc in its entirety, but repeatedly replaying specific parts of the story in order to be able to progress to the next one, each time failing to see much of an even temporary effect of your actions. It's as if the ending of Dragons of Autumn Twilight had gone:

      "And thus did the Heroes slay the Dragon Highlord Verminaard and free the slaves of Pax Tharkas. Then they slew him again, because he didn't drop the helm that Caramon wanted. Then they once again ventured into the fortress, hoping to find a pair of healer boots for Goldmoon. Finally, after the forty sixth slaying and subsequent celebration of the end of the greatly feared Dragon Highlord, the Heroes thought themselves prepared to move on to the next great challenge..."

      Still I think it is just something that needs to be accepted as part of the game. They could make it so that you didn't repeat content and at least your own personal trek through the story was unbroken by giving you every relevent item from a dungeon on your first trip through, like a console RPG. Random drops are why you have to go back seven times seven times, but that may be a decent tradeoff for being able to find a group for dungeons instead of everyone saying they've already done it. Stories are great, but they do have to make a game (with thousands of people following the same story) out of it.

      I do wish there were more examples of having at least a temporary effect on the world. For example, the quest in the Barrens which summons a mass of centaur invaders. As long as that quest is going on, anyone in the area needs to content with those invaders. They could do a lot more like this, giving the impression that your actions are doing at least something that affects those outside of your own group.

      --

      The enemies of Democracy are
    9. Re:I'm still wondering... by Aladrin · · Score: 1

      Some say "BUT!! BUT!! Once you kill Nefarian he isn't REALLY dead!"

      Yea, well, once you read a good book, guess what, you can read it again. This is no different really.

      Wow. I had never actually thought about it like that before. (This is not sarcastic.) I think a game that truly understood this concept could be very nice.

      There's been tons of games that use it unwittingly. WoW, Everquest, Asheron's Call, etc. And of course, every offline game uses it for the concept of the whole game, as you can simply play it again from scratch. But none have really presented it like this.

      It's kind of funny, too, since there's been more than a few games that start off 'telling a tale' and then give you control. Some even show a book with printed pages in the beginning.

      This is more of 'reading a chapter again' than a whole book, in MMOs, but still. I really like the concept.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    10. Re:I'm still wondering... by The+Living+Fractal · · Score: 1

      I have read Dune four times, each time enjoying it greatly.

      I agree that today's games don't necessarily implement the aforementioned concept completely. They have had to find a happy medium (sometimes not so happy) between the story telling and the technical aspects of coordinating millions of people at once without costing millions of dollars a day. I could use the standard "in the future games will have (insert feature that they don't have today)...." ad infinitum, but we all know that no matter how advanced games get people will still eventuallysee them as missing something or being able to be better in some way.

      That being said, they think WoW is addictive now.. just wait. WoW is only the end of the beginning of MMORPGS.

      TLF

      --
      I do not respond to cowards. Especially anonymous ones.
    11. Re:I'm still wondering... by steveo777 · · Score: 2, Interesting

      That is an excellent point. About the book. Very close to how I feel about reading books, too. If I really enjoy a book, I may pick it up a second time. But that doesn't happen all that often. Same with WoW. I like reading about some of the quests once, but after that I could care less becuase they're not that epic.

      --
      This sig isn't original enough, it's time to come up with something witty...
    12. Re:I'm still wondering... by An+ominous+Cow+art · · Score: 1

      Until your sense of immersion is ruined when you see this appear in your chat box:

      Kooldrooddewd tells you, "wtf u doin i was kitin that griffen".

    13. Re:I'm still wondering... by illumin8 · · Score: 1
      The second is that they frequently have world event- where there is a battle, with war preparations, or there is a new enemy who appears for awhile, or things like that.
      You've gotta be kidding me. If you think "we're preparing for a war, your realm must collect 10,000,000,000 leather hides" to be a quest with a story, you can probably not bother going to the movies any more... Just hang a piece of paper on your wall and write "story goes here" on it and watch it for a couple hours, it should be at least as exciting as killing and skinning a million of the same monsters all day long.
      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    14. Re:I'm still wondering... by Impy+the+Impiuos+Imp · · Score: 1

      Or:

      After dispatching the griffen, an orc mage accosted us. I ran up to it and with all my might, swung my word down at him, as he was busy casting a spell. My sword cleaved straight through him, as he was not even dodging or defending himself, yet not only did I not damage his body, I didn't even interrupt his delicate magical hand movements. Why am I so weak? Why wouldst anyone useth a sword when it mysteriously cuts yet doesn't cut a simple robe-wearing fool like this?

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  4. and the reason for short leveling.. by LoTechDave · · Score: 1

    and the reason for short leveling... the ADHD market is huge!!

    1. Re:and the reason for short leveling.. by Fishbulb · · Score: 1

      The what is huh? Oooh, fudge!

    2. Re:and the reason for short leveling.. by wbren · · Score: 1

      Leveling from level 1 to level 10 takes about 2 hours. Level from level 1 to level 60 can take anywhere from a month or six months, depending on the player. It's the old bait and switch routine, played out virtually. When I started playing WoW, I thought, "I'll be 60 in no time!" But then I slowly realized that it would take a significant amount of time. I think that's one of the reasons WoW is so popular. It draws you in by allowing you to level quickly, and then you're trapped. Drug dealers do something similar, but I won't go into that.

      --
      -William Brendel
    3. Re:and the reason for short leveling.. by Rhone · · Score: 1

      Yeah, I guess ADHD is prevalent among the masses of WoW players who have full-time jobs (and even, god forbid, family obligations!) and would like to experience end-game content within a year after they start playing.

  5. what I would have said by Desolator144 · · Score: 3, Insightful

    They really overkilled the issue. They could have just said "Unlike other games, we made it not suck" or more specifically, "We decided to limit including features that people wouldn't like" and it still would have been just as accurate. All they really did was not screw up like most other MMOG companies.

    --
    now stop reading and go play Dance Dance Revolution!
    1. Re:what I would have said by StikyPad · · Score: 0

      I'm sure I'm going to be modded troll, but I don't see anything either unique or particularly engaging about WoW compared to any of its contemporaries. It's certainly not, in my experience, any more (or less) enjoyable than, say, EQ, AC, DAOC, or any of its predecessors. My theory is that the genre simply hit critical mass as of late, and WoW was there to herd in the flocks of eager new gamers. It was also particularly popular within the "nerd crowd" (us) in the early days because of its fairly open beta period, and because it was (finally!) something new to play besides the aforementioned predecessors which had been the top dogs from '99 to '04 -- particularly EQ. EQ in particular was probably the #1 game of its type during that time. But in its evolution, it had become so difficult, time-consuming, complicated, repetitive, and frustrating to play that its established player base got sick of it, and potential new players were too put off. Then WoW came out beating EQ2 to the punch, and it didn't require a group to play. While the simplicity was certainly refreshing at first, I found it to be ultimately tedious and unengaging.

      At any rate, my opinion is not that WoW spawned, or even stoked, the popularity of the genre, but rather that its popularity as a game happene(d/s) to coincide with the rapidly increasing number of people who are getting into gaming. I believe this is more likely due to the aging of the population which has grown up with the internet rather than any specific draw of WoW in particular.

      Personally, after 20 years of gaming, and about a decade of MMORPG, FPS's, and RTS's, I'm getting tired of the same old same old, and I hope to see more new creative efforts rather than simply refining the existing genres. I'm not sure that's possible at this point, but I'm hopeful.

    2. Re:what I would have said by StikyPad · · Score: 1

      Yeah, I figured I'd get modded down by some WoW freak. Nobody has any actual arguments, just dislike for opinions. I'm sure I'll get modded down again, but my karma can take it.

  6. Re:My guess by ifrag · · Score: 5, Insightful

    By ripping off Everquest?

    Take a look at Blizzard's entire track record and there's not really anything groundsbreaking original in there. What Blizzard does it take a good idea, one that has had some success, and they improve on that idea to have *more* success than the previous incarnation. Take Warcraft for example (starting with the actual RTS). It had been done, and most people will point to "Dune" as the innovator. Take Diablo for example, it's basically a roguelike so you could say rogue, nethack, or anything in that genre. Obviously MMO's were not new, Blizzard just took it and molded it to make more money.

    I think it's a good thing to have ideas improved upon and perfected like this, and it helps set somewhat of an industry standard for a certain level of quality. I've played just about every Blizzard game ever made, including that stuff with Interplay back on old consoles and they do make fun games, even if it's just taking an idea and going further with it. I have issues with WoW and went back to Frozen Throne, but it was a good year of gaming.

    --
    Fear is the mind killer.
  7. Progress by Anonymous Coward · · Score: 3, Interesting

    "If you extend the leveling curve too far, it becomes a barrier. You hit a leveling wall. Our walls are shorter and there are less of them. The short leveling curve also encourages people to reroll and start over. We had some hardcore testers who would level to 60 in a week. There was much concern within the company. But I would tell them that we cannot design to that guy. You have to let him go. He probably won't unsubscribe, he's going to hit your endgame content or he'll have multiple level 60s. In games with tough leveling curves, it discourages you from starting over."

    I always thought that the best way to create a MMORPG that catered to multiple targets is to have various paths and progress rates for everyone to choose from. Suppose you have a rank based system where (by default) levels 1-50 had one rank, 51-60 had 2, 61-70 had 3 and so on (for a total of 100 levels) where each rank took about 1-2 hours to successfully get; this would provide a challenge to most of the more casual players. At the same time you could provide Hero-Classes that have 1 rank for levels 1-10, 2 ranks for 11-20, 3 ranks for 21-30 and so on; to get to the level cap with these classes would be far more time consuming.

    Now, if you gave a "talent" point (to steal WoW terms) for every rank, and each of the individual tallents were pretty weak the hero classes would have more abilities (and slightly stronger abilities) than the regular classes but would (probably) not become uber-invincible; thus they could exist in the same world together.

    If correctly implemented, you'd hope that 75% of people would choose the "normal" path and enjoy their travels through the game; if done poorly 75% of the people would grind their way through a hero class hating the game while alienating the 25% of people who just want to have fun.

    1. Re:Progress by EggyToast · · Score: 1
      I think easily 75% of people want to "max out." Look at SWG. On one hand, everyone wants to be a Jedi. But even the non-jedis picked classes that were very powerful.

      If you had a class that took longer and was somewhat more difficult to play as, but was inherently stronger, I'd say that definitely 75% of people would choose that class, regardless of the other classes. Why? Because they play games to be strong and powerful. Sure, there's always some people who like to role play, but for them the idea of leveling is mostly moot. People level their characters up to make them more powerful so they can do more stuff in the game. And if you have a set of classes that level up with better attributes compared to the "regular" classes, everyone would pick the "hero" roles.

      It's not so much about grinding, but about few people intentionally choosing a "gimped" class.

    2. Re:Progress by Austerity+Empowers · · Score: 0, Flamebait

      As a casual player I don't like getting pwnt by kids who play wow from the second they get home from school (3pm) to either until mom makes them sleep, or they pass out (2am).

      In my opinion games should be designed around responsible play habits. More than 3 hours per day is bad for adults and kids alike. There are other games than WoW, people can play those when they run out of content. There will certainly be more content coming. Most people I know still have not even seen blackwing lair, and there are 2 raid instances above it. Don't be afraid to let that top 1% quit and play something like Vanguard.

    3. Re:Progress by fleck_99_99 · · Score: 4, Insightful
      If correctly implemented, you'd hope that 75% of people would choose the "normal" path and enjoy their travels through the game; if done poorly 75% of the people would grind their way through a hero class hating the game while alienating the 25% of people who just want to have fun.
      I've seen this kind of thinking before. (Old Star Wars Galaxies, I'm looking at you.) At the end of the day, time-sinks don't work as deterrents. If the "Hero class" is more powerful, then players WILL schlog through the grind for it. It goes something like...

      Player grows normal character. Player sees difference between normal and hero. Player grinds hero. Hero is more powerful. Content is too easy. New content is generated to challenge heroes. Hero is now mandatory.

      The idea isn't meritless, though -- it's just tricky to make it work.
      --
      seven two six five
      seven four six one seven
      two six four two e
    4. Re:Progress by Doug-W · · Score: 1

      I disagree there. Most people wants to find a local maxima of ease to power. They'd like to be powerful, but not if it's too difficult.

      Ask pretty much any high end PvPer as to what's the most powerful classes in the game for PvP. Pretty much most will agree it's either a Shadow Priest, or a Warlock. Yet those two classes are the least common in the entire game. (When adjusted for side specific classes such as Shaman which numerically is the least represented.) Meanwhile people flock to rogues because they are strong and easy as all hell to raise.

    5. Re:Progress by UnknownSoldier · · Score: 1

      > Most people wants to find a local maxima of ease to power.

      I concur. People playing MMORPGs are like water flowing downhill finding the most efficient route -- they find the balance of risk-to-reward. Where Risk may mean time, effort spent, etc, and reward includes phat loot, levels, etc.

      Cheers

      --
      Game Design is about the unholy trinity: Abstraction, Logicalness/Consistency, Convenience
      Unfortunately, far too mamy players are argueing about the wrong thing, usually the red herring of realism. If you favor realism over abstraction, you have a simulator moreso then a game.

  8. Re:My guess by rob1980 · · Score: 1

    Newsflash, genius: Everquest wasn't the first to the stage with MMORPG genre, they just took what was out there and made it bigger.

  9. There is a story in WoW by SmallFurryCreature · · Score: 1

    It is just multiple ones, they are short and they reset for the user after you. So you put to rest the cursed lover of a night elf and so did that guy before you and everyone else after you. Nonetheless it is a story and gives you a "motivation" for fighting your way to the ghost and killing it. No it ain't planescape torment but then is Oblivion that different? Be honest here.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:There is a story in WoW by An+ominous+Cow+art · · Score: 1

      Oblivion has an advantage in continuity (can't say for Planescape Torment; I've never played it, though I'd like to someday), because it's a single-player game. Since it doesn't have to cater to thousands of people all trying to accomplish the same quests in the same world, you can make a difference. For example, the young lizard girl I rescued in one of the towns still greets me as "My hero." when I visit her mother's shop, Oblivion gates appear and you close them, dead NPCs don't respawn, etc....

      I'm personally able to overlook the fact that the everyone has to kill the same NPC (or do the same quest, etc) to progress, but I can see how it could be very jarring to some people.

    2. Re:There is a story in WoW by zippthorne · · Score: 1

      I don't find it jarring, just.. disappointing. It spoils a little bit of the roleplay. It's about as discomfiting as say... a cowboy walking through tomorrow land to get to his post. You appreciate that it must be done, but it's still there. Of course, the next generation, it's gone. A new way of looking at things resulted in a much smoother operation.

      If it can work for theme parks, it can work for virtual theme parks, which is basically what mmorpgs are, right down to their relative "sizes." It's no vice to hope for improvements in the future.

      --
      Can you be Even More Awesome?!
    3. Re:There is a story in WoW by geminidomino · · Score: 1

      dead NPCs don't respawn, etc....


      Not exactly true, I found. During a botched Jailbreak, I killed a certain NPC who was the end target of the quest string I was on. When I went to get the treasure, lo and behold, there he is, alive and well. Which was fine. I'm glad I got to chop the prick up a second time.

  10. yeah, right by MarcoAtWork · · Score: 4, Insightful
    In games with tough leveling curves, it discourages you from starting over.


    the levelling curve in WoW is very steep once you hit 60, after you are, say, 5/8 T2 and exalted with the BGs the impact of rerolling is HUGE, not to mention that very likely you'll be stuck in 'alt city' with your guild (having to pass on gear etc.) and have to always use your main whenever possible.

    I can see somebody just hitting 60 with a mix of greens and blues thinking 'hey, that was fun, let me redo it on another character', but the situation is a lot different for the raiding crowd: yeah, it takes a couple of weeks going to 60 (esp. with friends helping you PL and so on), but it takes many many months progressing further, getting your profession's recipes, getting reputation, getting raid gear, getting PvP ranks, etc. etc. etc.
    --
    -- the cake is a lie
    1. Re:yeah, right by rob1980 · · Score: 1

      That's why they said up front: easy to learn, difficult to master.

    2. Re:yeah, right by Anonymous Coward · · Score: 0

      T2? BGs? PvP? Main, greens, and blues? Which of these words refer to World of Warcraft and which are drugs?

    3. Re:yeah, right by SolemnDragon · · Score: 1

      the problem is that the raid gamers skew it against casuals, because they cange te standard. It doesn't help that people come up to me and mock my lowly armor (most of which i made ingame myself!) just because i'm not a raid gamer.

      i like the game... i'm growing to dislike some of the players...

    4. Re:yeah, right by carlmenezes · · Score: 1

      after you are, say, 5/8 T2 and exalted with the BGs
      I don't play WoW and to me that just sounded like you're a scaled down version of a terminator with musical talent :)

      --
      Find a job you like and you will never work a day in your life.
    5. Re:yeah, right by llefler · · Score: 2, Insightful
      It doesn't help that people come up to me and mock my lowly armor (most of which i made ingame myself!) just because i'm not a raid gamer.


      A while back I had someone ask my why my lvl 30 warrior didn't have weapons that glowed. I just laughed and went back to hunting. I've been playing since the US stress test and my highest level character is 42. I do have 5 characters on my primary server though. I tend to solo a lot because I'm in no rush to level and spend a lot of time exploring. The best thing about MMORPGs is the other players, and the worst thing about MMORPGs is the other players.
      --
      It is amazing what you can accomplish if you do not care who gets the credit. -- Harry Truman
    6. Re:yeah, right by Anonymous Coward · · Score: 0

      >the levelling curve in WoW is very steep once you hit 60,

      level 60? I found it too much of a wall when I got into the 40's.

      stuff playing it to get to 60.

  11. "Story should always drive the game" by bugnuts · · Score: 5, Insightful

    Unfortunately, this isn't true with WoW.

    That is, unless you consider the story while levelling to be:

    "Greeting [Playername], we have been expecting you for a while now. We of the [Foo] Brotherhood have been trying to drive back the [Enemy] from the [Place] and are in dire need of some [Animal Anatomy]. Please collect [1..20] [Animal Anatomy] and return to us when you're done!"

    [Animal Anatomy] Collected 0/[1..20]

    1. Re:"Story should always drive the game" by SilentChris · · Score: 1

      You know, I really can't stand when people say "there is no story" with Wow. These are the same people that did a trial of the game, honestly didn't know what they were doing and left.

      Your quote is indicative of a quest log (for those unfamiliar with Wow, the quest log track the physical objectives need to do to complete the quest). Missing is the rest of the quest text and the dialog you often have with the questgiver explaining WHY you're doing the quest. Missing is the dialog of NPCs you meet while doing the quests, the screams of bosses, the different places you head to that are familiar from previous games, etc. Missing is the hundreds of books and sidestories that can be found within the outer world and dungeons, giving the history of the world and reason for why you're there.

      You played the game staring only at the quest log. Congrats. It's akin to playing Half-Life and only paying attention to your ammo and kill count. Don't fault the game for not reading beyond [1..20].

    2. Re:"Story should always drive the game" by Medieval · · Score: 1

      "Rajaxx! Remember when I said I'd kill you last?! I lied.."

    3. Re:"Story should always drive the game" by snuf23 · · Score: 2, Funny

      And yet the story text still doesn't explain why when you have to collect 20 goblin ears you don't get two ears per goblin killed. In fact often times you don't get any.

      "We have been plagued by raids from the neighboring goblin tribe. These goblins are a vicious folk. They chop the very ears off each other to indicate their sheer evil ness. I want you to go and claim the few remaining ears of these goblins and bring them back to me!"

      --
      Sometimes my arms bend back.
    4. Re:"Story should always drive the game" by Omestes · · Score: 2, Insightful

      I agree and disagree. While the day-to-day content was very much mindless "step and fetch/kill", it does at least have a grand over-arching story, which isn't half bad. I remember finally completeing the Onyxia quest, and having the guards escort me through town, and inviting a massive cloud of newbs to watch the guard slaughter her. I actually had some emotional resonance to that, it made me feel proud. Perhaps this was because I was playing on a RP server, so I had a bit more pathos for my character than I would have on a PVP server.

      When I was just wondering around with a friend, we stumbled on the Dark Portal, I didn't even realize it was there. But being a massive fan of the whole Warcraft series, it made me very happy, to actually wonder upon it. since it is the very (virtual) cause to me wasting years of my life on playing Warcraft games, and thus is a somewhat important momument. Same thing with standing before Thrall. The general context of the game is completely imbedded within a good story, even if the daily questing generally isn't (though some of the big threads are pretty good).

      I agree though, that some of the game is ruined by the "hardcore" folk, I was generally casual, and much maligned (being one of perhaps 3 feral druids on our server at the time, and wearing pure shadowcraft, cadaverous). And the emphasis on level 60 raiding is rather annoying too, where the game enters the diablo "Barbie" trap, where it becomes all about collecting better outfits, and who has the most spare time to waste. Your behind if you don't have 6 hours to waste on Core runs, and your behind if you want to play your character the way you see fit, and not in some cookie cutter build. The endgame is boring, its more about status than fun.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    5. Re:"Story should always drive the game" by gtm256 · · Score: 1

      That's so true. I always just scan the quests quickly for whatever it is I need to kill or gather. I never pay attention to the story. I shut off my account because I can't stand another gather 20 of these things quests, or kill 20 of these... Boring as hell. Especially now that I've played Oblivion and know that story can actually drive the game. Flying is boring as hell too, who thought I'd be fun to wait 15 minutes to fly from one end of a continent to the other?

    6. Re:"Story should always drive the game" by Anonymous Coward · · Score: 0

      Because the game would be much better if it went like this:

      NPC: Welcome, or great hero of destiny [character name]! As you can see there is a long and in-depth plot explaining why you are the only one who can aver the coming doom of this wold!

      PLAYER: Free rush last quest plz k thx.

      1 rush latter

      NPC: Oh great exalted one, only you have averted the disaster that was set to befall this world, and 10 million others before you who power leveled you threw obviously have no impact on the story.

      What MMO games need is less preset plot and more player control, so that players can create their own plot(think EVE and the famous 700 billion scam)

    7. Re:"Story should always drive the game" by Chyeld · · Score: 1

      Troll tribe - population 100.
      Booty Bay - population 2000.

      I think it says it all there.

    8. Re:"Story should always drive the game" by Udderdude · · Score: 1

      You might not recover an intact ear every time, if you happened to kill said goblin with a giant sword/huge fireball/crippling curse of doom/etc.

  12. Designing? by Anonymous Coward · · Score: 4, Funny

    What do they mean designing? I thought they stumbled across this other world during some sort of weird programming experiment and just coded up a way to access that world remotely.

    I mean, I know that the characters/creatures/buildings/etc. look like they are made of polygons, but they HAVE to. It would be impossible to transmit that many raw video feeds across the Internet and still have a decent framerate.

    If you used the device from the movie Tron then you could get inside and see what it is actually like - but the government won't let you.

  13. The Crafting system needs work however by Banner · · Score: 1, Interesting

    There are several problems with the crafting system, that I would have loved to have seen fixed (Disclaimer, I stopped playing 8 months ago). the first is that you max out in crafting and it becomes fairly worthless for you in the higher levels. The second is just that crafting maxes out so easily. The third is that you can always find better items than you can craft for your level (and rather easily at that).

    Crafting's only real advantage was your ability to make things for lower level characters and sell it. Making things to use for yourself as you progressed when you could almost always find better hurt that system and I maxed out all my crafting skills in the 40-50 level range.

    As a side note, the lack of a special 'hunter' armor in the leather skill chain was a minus, and the 'leveling bug' exposed a large hole in the system (as well as their customer service which was the main reason I closed my account). I think if they had added to and increased the crafting chains and the amount of stuff you could make at the higher levels, it would have added a lot to the game. On the whole I think FFXI's crafting system had some advantages in that aspect.

    1. Re:The Crafting system needs work however by Anonymous Coward · · Score: 0

      Um... Hunter's use mail at 40, there were few "class specific" things before 40, ergo, hunter specific stuff will show up in blacksmithing. At pre-40 levels, it was all agi for hunters, as it was for rogues and feral druids, so no need for hunter specific anyway. Since you've never been past 40, you obviously can't talk about maxxing out crafting since especially for LW, you need mats only available in 60 instances. Secondly, there is ton's of stuff to make at higher levels available after rep grinds. For lw especially, there's a ton of zg and cc stuff, again, you lose on that point.

    2. Re:The Crafting system needs work however by Lord_Pain · · Score: 2, Insightful

      I will have to disagree with your opinion.
      I am not saying you are wrong but there is a different angle here.

      You can get better items then what is crafted if you Raid often.
      I have a Blacksmith who made most of his own equipment and they were great! He is 60th and he STILL uses what he made. Why? Because he does not Raid often.

      So people like me the Crafting system is fantastic.

      --
      -- What's this '-r *' file doing here? -- Oh well, a simple 'rm' should do the trick.
    3. Re:The Crafting system needs work however by crabpeople · · Score: 1

      I also quit a while ago but engineering and also alchemy were invaluable while i was leveling. There are some of the engineering caps/goggles that i had on for 10+ levels from when i made them. It totally depends what class your playing whether or not the gear will be relevant. Engineering makes some sweet rogue gear and potions are quite invaluable to a mage.

      --
      I'll just use my special getting high powers one more time...
    4. Re:The Crafting system needs work however by Necroman · · Score: 1

      The FFXI crafting system was interesting. You could spend all of your time doing only that if you had the money to pull it off. Problem was, you couldn't really make any money until you were skill 60 or higher. And getting to 60 took a ton of money (depending on the skill). All I have to say, my linkshell had some high level crafters (we did end-game stuff). And I saw this message on my screen:

      Sekeran lost Damascene Cloth.
      Sekeran lost Damascene Cloth.
      Sekeran lost Damascene Cloth.

      Loosing materials while crafting is crazy. And what he lost in that one failed craft was worth how much money I quit the game with after 120 days of playtime.

      --
      Its not what it is, its something else.
    5. Re:The Crafting system needs work however by Gropo · · Score: 1
      I would tend to concur with you on a basic level; having recently started anew on a PvP realm for the change of pace--armed with a much better knowledge of the game--I decided to clothe my new mage with tailoring skill.

      In the case of tailoring, you can make great items for yourself up to approximately level 22-24 at which point you're killing so many damn mobs for wool and silk cloth that you quickly character-level beyond from your tradeskill-level... while at the same time making enough silver from quests and drops that purchasing better equipment elsewhere is almost always a better deal (bags excluded).

      But there are also craftskills that offer benefits throughout the entire 60 level ascent, most notably Engineering (which begins with an obnoxious amount of explosives and bullet production) Around level 175 (and around character level 25) engineering starts getting interesting with little "get out of death free" cards. From my limited experience Alchemy seems to stay level-equivalent as well.

      --
      I hate Grammar Nazi's
    6. Re:The Crafting system needs work however by Anonymous Coward · · Score: 0

      Loosing materials while crafting is crazy.

      You should bind them more tightly if you don't want them to get loose.

    7. Re:The Crafting system needs work however by Banner · · Score: 1

      Never been past 40? I went to 58 before I got tired of it. I maxed out in all my crafts as well and was selling dragon armor recepies in the auction because none of the leather was worthwhile for my hunter at those levels (and making a fortune at it).

      so don't tell me I lose when you don't know the situation, or what you're talking about.

  14. Re:My guess by drsquare · · Score: 0, Troll

    What Blizzard do is take a game, then dumb it down to cater to the ADD generation. As that is 99% of the population, the game is incredibly successful.

  15. MMO's can have stories, for example by everphilski · · Score: 1

    For example in Everquest (sorry, not all that familiar with World of Warcraft) there was Kerafyrm, the great crystalline dragon otherwise known as "the sleeper" because he was in an eternal slumber due to the workings of other dragons, but I'll leave you to research that story on your own. Anyways he was buff - so buff no guild could ever hope to defeat him. Well, five or so years into the game several guilds (on a PVP server no less - and everquest PVP is multi factioned, not horde VS alliance, these multiple factions worked together) took down the sleeper. It took several hours and he is no more on that server.

    Another instance is the city of Firiona Vie. Normally a gooodie city in evil territory it was sieged and taken over by Lanys. World event happened, players were encouraged to participate, and the zone map changed as a consequence.

    Another instance is the godamn froglok race (I hate frogloks). When they came into being they kicked the trolls out of Grobb. Another big deal was made out of this, zone map changes, etc.

    Everquest, at least, is a living MMO. The storyline evolves. Things die off. Other things come to life. And in the case of Everquest, the game **will** end - we know that, EQ2 is set in the future and based on the storyline there we know just about what is going to happen.

    If there was an actual plotline (in terms of exposition, hook, rising action, climax,falling action, and resolution) then one would be able to "Beat Wow"

    You are confusing one player's story with the story of the world as a whole.

    The world has one story. I have my own. That's another interesting thing about EQ - from time to time players get commemorated for their actions and receive a title. Generally for completing an event run by a GM in game. In addition by being part of a guild or at least a group of friends, you create your own stories. And roleplaying your characters - at least in EQ you were given a huge bank of lore, I'm assuming for WoW it's the same - you could be who you wanted to be, the typical human male or a rebel Iksar. And with factions as diverse as they were you could screw your city and decide to take up residence somewhere else. Hard work, but possible. Its your story.

    (Hope I don't come off as an EQ shill, just spent the better part of 4 years of my life there... and although my wife plays WoW I don't... )

  16. 60 ain't the end in WoW by Opportunist · · Score: 2, Insightful

    Yes, it's not really hard to hit 60 in WoW. But that's not the end. It's the beginning of the grind.

    In WoW, every character is essentially the same. There are no "stat points" to push around (more dex, more str, more hp, more whatever), the only thing resembling "stat points" that you distribute is your talent points which can be invested in one of three trees. Now, unless they changed it HEAVYILY since I dumped it, there is (depending on your character class) 1-3 ways to stat it, unless you want to end up with a useless character.

    In other words, there are 2 different kinds of healers, 2 different kinds of Fighters and, if I remember correctly, one kind of Paladin that does not suck worse than a $2 whore.

    So at 60, if there wasn't anything else, everyone would be at the same level. If you're 4 years or 4 weeks old, you're the same. And here comes the difference: Equipment. That's about the ONLY thing that divides the cracks from noobs. And, of course, the best equipment (read: the stuff you need to actually join raids for the top level mobs) cannot be made or bought, you have to be lucky enough to be there when it drops (because, of course, it also cannot be traded).

    In other words, you spend your next year killing the same ol' stinkin' monster over and over and over, just to see your drop finally been looted accidently by some idiot.

    So yes, the leveling curve ain't steep in WoW. But the grind is there, oh boy, it is.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  17. Re:My guess by Rihahn · · Score: 1
    Everquest ripped off DikuMud, Diku ripped off D&D, D&D ripped off Chainmail, Chainmail ripped off table top wargaming, Wargaming ripped off chess, which in turn ripped of tribal warfare and is, in itself, a ripoff of basic animalistic territory/breeding disputes.

    I suppose that while we're at it we should knock on GoodYear for ripping off the first wheel and Boeing needs to be boycotted because they merely improved the "Bird"(tm) concept...

  18. Re:My guess by C0rinthian · · Score: 3, Funny

    I have no idea what you're talk... HEY LETS GO RIDE BIKES!

  19. how about some free play? by 192939495969798999 · · Score: 1

    Maybe they could make additional levels that allowed you some free play or some kinda more serious experience? I just can't believe that you couldn't add in some freaking HARD puzzles when you get to the highest of levels that challenge the hardcore without making it impossible for the novice to get to a few new levels more easily.

    --
    stuff |
  20. It ain't all good. by SmallFurryCreature · · Score: 3, Insightful
    Because of WoW's eight (count them EIGHT) characters per server per user account and no limit to the number of servers you can be on WoW has a far greater sense of your character merely being a toon or even just a nickname on irc. But on IRC everybody knows your IP wich makes you at least somewhat identifiable.

    WoW suffers from the internet problem of complete anonymity. Be an asshole all you want, if you end up getting the ramifications for it then you just switch to an alt. Everytime there is a problem with the big servers the smaller ones get swamped by people just being annoying because, well, because they can.

    So the so-called low-levelling curve and easy re-roll capabilties of WoW also has a down side. To counter, in SWG you had one character per server and a limited number of servers. Be an asshole and you had to face the consequences.

    Now imagine a MMORPG were your account gets you just ONE character with ONE name. An alt means buying the game again. So if you get ignored by lots of people that actually has an effect.

    I am not saying that it is THE way to go but just that WoW's way of doing things is not without its negatives either.

    Oh and about the so called casual user being able to get on just as good as the hardcore player. What a load of bullshit. The hardcore player will be able to grind the same instance over and over again, farming all the "phat" loots and kitting himself out of with all the best gear.This allows him to win in PvP easily wich again gives the player better gear.

    Sorry, but WoW like every MMORPG rewards those who can/want to play the most hours. Oh and EVE fans. Think about this for a second. While getting new skills is not based on the amount of time logged in, nonetheless you HAVE to login every now and then to select a new skill to learn plus the game is heavily based on equipment wich is gotten by money wich is only earned while you are playing. So EVE just moved the focus from grinding XP to grinding money. Still the player that can afford to put in the most amount of time gets an advantage.

    Perhaps this really can't be solved. After all it is part of live, train more in a sport/hobby and you will be better then someone who doesn't.

    What instead perhaps MMORPG's should focus on is on making the whole game across the entire XP curve FUN. Yes that first quest and the last quest to be the same FUN! Idiotic perhaps but think about it. Was the first level of Doom, Half-Life a chore? Or were these games fun from the moment you entered the game, not just after you passed level X and gained weapon/skill Y?

    If you want my opinion on why WoW is a success then it is simply because MMORPG's upto WoW just plained sucked donkey balls. WoW still sucks in many way but at least it stays away from the donkey's. Their main competitor SOE on the other sucks donkey balls but has its eye on the horses and wonders about elephants. WoW is a success not because it is that good but because it just ain't as bad as what came before.

    For those who actually played Everquest 1/2 and WoW just compare the two. What really did WoW do different? What major innovations did it make? If you compare the design spec of EQ vs WoW instead of say EQ vs UO or EQ vs SWG or EQ vs Eve then I think you would be hardpressed to tell the difference. It is a bit like comparing Doom/Quake vs Unreal. Just what is the difference?

    What it comes down too is that WoW is slightly better done. Graphics that work in style and performance (but still hardly perfect). Quests that focus less on (kill 10 bears, go back, kill 10 bears, go back, kill 10 bears, go back, rince and repeat until you are blue in the face). Quests that do not have as rare spawns as their objective (although WoW just like EQ1/2 suffers from the need item X to drop wich doesn't to complete, just less).

    WoW is also less obsessive then EQ2 especially about crafting. Just que the items you want and sit back instead of forcing some extremely boring mini-"game" on you.

    WoW ain't a better game t

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:It ain't all good. by DarkGreenNight · · Score: 2, Insightful
      Sorry, but WoW like every MMORPG rewards those who can/want to play the most hours. Oh and EVE fans. Think about this for a second. While getting new skills is not based on the amount of time logged in, nonetheless you HAVE to login every now and then to select a new skill to learn plus the game is heavily based on equipment wich is gotten by money wich is only earned while you are playing. So EVE just moved the focus from grinding XP to grinding money. Still the player that can afford to put in the most amount of time gets an advantage.
      The difference is that a friend can give you 1 million gold/isk, while a friend cannot give you even 1 XP. Helping to powerlevel is not equiparable.

      But even with the money you need to know how to fight, too many people lose lots of money because they don't know how to do it right.

      WoW ain't a better game then Everquest. It is just Everquest done right.
      I agree completely with this. WoW is an easy game to play. 2 minutes into it and I was already PvEing against 2 to 3 NPCs and killing them, with a cleric. It's a light games in which you can play without much worries, either solo or in a group. Fun gaming = more sales.
    2. Re:It ain't all good. by crabpeople · · Score: 1

      "WoW suffers from the internet problem of complete anonymity. Be an asshole all you want, if you end up getting the ramifications for it then you just switch to an alt."

      Wow.. Theres no way i would play a game where i was personally identifiable with the character. This is not a problem with the internet, this is a strength of the internet. It teaches people how to deal with assholes (obviously you never bothered to hone this skill). There will always be assholes, personally identifiable or not. If all you can do is /report them, then how will you ever be able to survive ANYWHERE online?

      The ramifications may be that the person learns their lesson, not to ninja shit, and when they re roll an alt, they wont do it anymore. You get a reputation for being an asshole quite quick in a game like wow and people do spread the word that someone is a ninja.

      The assholes in wow were your biggest problem with wow? wow. I never met someone i couldn't out talk and if i ever did, there is always /ignore . Your basically arguing for a dumbed down G rated online experience and if that ever happened I would gag off of all the niceness and courtesy. Its like the torah says, timshel. thou mayest act like a retard, but at the say time, thou mayest not. Its not up to god or the GM's to dictate responsible behavior.

      For the record I only ever reported one person besides the Gold selling spammers. That one person just thrived on any attention. The main thing is, if you don't give the trolls attention, then they disapear. Just like advertising and monsters in your closet.

      --
      I'll just use my special getting high powers one more time...
    3. Re:It ain't all good. by WilliamSChips · · Score: 1

      Why should a reroll character be a reroll name? Perhaps ignores should carry on between alts.

      --
      Please, for the good of Humanity, vote Obama.
    4. Re:It ain't all good. by PakProtector · · Score: 1

      I'm not the GP, incase you don't check, but I have learned one very good rule in life: People will only behave decently when they suspect that you could lunge at them and beat the shit out of them if they don't behave.

      Fear is the greatest motivator, and the internet takes it away. What if everytime you were a prick to someone on the internet you got tasered? You'd be a lot nicer, right? Ever noticed how people used to be 'so much more polite' (or atleast, from what I have read it seems they used to be,) back in the day, in cultures where dueling was legal?

      --

      Edward@Tomato - /home/Edward/ man woman
      man: no entry for woman in the manual.
      "Qua!?"

    5. Re:It ain't all good. by ilikeyouanyways · · Score: 1

      How about this for an alternative: Let users uniquely mark other users in a way that only they can see. For example, I raid with "RoxxorNightElf" and he ninjas some loot. So I give him a new name, "Imaninja", which only is visible to me. If he logs in with that or any other character he has on that account, I always see "Imaninja" as his name (or appended to name). In this system, there is no need to restrict how many characters/servers/etc. people can have, yet individual users can easily keep track of the griefers in any incarnation. Users are still anonymous (i.e. I don't know their real name), so privacy is not comprimised. He gets to remain an anonymous loser and I get to raid without him.

  21. Sorry, you obviously didn't play the game. by Shivetya · · Score: 1

    Any game can be made to look stupid,silly, or pointless if you just pick out something you don't like and beat it to death.

    Most MMORPGs have FedEx, collection, and rescue style quests. Hell many stories have the very same elements. One thing people who put forth your comment is that they never offer anything realistic as an alternative to the existance of the type of "story/quest" they bemoan.

    I bet you never read the complete text of the quests involved, let alone the chat of the NPCs giving it to you? There is a great deal of lore in the game and its revealed through quests. Yeah there are many simple quests but you have to have those to cover every level of player expertise. I know players who don't do instances simply because the team coordination is beyond them or even a simple hour of grouped play rubs them wrong. Yet they still play the game. They do the simple quests.

    Blizzard put these quests in the game to relay a story but also to provide a distraction from the leveling process. I know of many cases where focusing on the quest objective, even the simple/silly ones, has made a level or two go by nearly unnoticed.

    Just for as many people who bemoan the quests you do there are probably an equal number who complain about the involved ones that require grouping. How does a company like Blizzard win in that case? Simple, try to give each type of player something they want.

    the best reply Blizzard can make to people who complain about the game; many of whom do not subscribe or ever did, is to point you to the number of players and server where many more people are actively enjoying the game.

    There are more people playing WOW than the other major US market games at any one time, whose doing the best at getting it right?

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Sorry, you obviously didn't play the game. by bugnuts · · Score: 1

      Sorry, I've actually played the game since closed beta and run one of the oldest and largest casual guilds. As such, we do all the quests for fun.

      Blizzard put these quests in the game to relay a story but also to provide a distraction from the leveling process

      The latter part of this has been acknowledged by Bliz. When constructing the "level grind" they were correct that actually levelling your character felt empty without tons of quests. And they set about adding literally thousands of quests to the game at all levels and factions, to make it feel fuller. And guess what? Most of these quests looked just like "Bring me [N] [unit]s of [resource/animal part] and I'll reward you with some cash and a [item]" Generally, these are entertaining the first time or two, but have nothing to do with warcraft story except for a few good quest arcs.

      Now, entertaining gameplay aside, please tell the story writers to take those &%!$* Draenei, stick them back in their dimensional spaceships and edit their large asses off of Azeroth. As far as story goes, that's a travesty. But I'll admit that as far as fun gameplay goes, they'll be a blast and of course I'll be creating one.

    2. Re:Sorry, you obviously didn't play the game. by Negatyfus · · Score: 1

      Bah, as far as fantasy worlds go, the Warcraft universe has always been a travesty. Why do people suddenly complain? I didn't complain when it was an uninspired, silly world. Take it for what it is.

    3. Re:Sorry, you obviously didn't play the game. by elessar12 · · Score: 0

      I can't understand why people complain about the quests. There are a fixed number of quest categories, and all quests will fall under them no matter how advanced. Collect 5 wolve's paws is just the same as collect the hands of 5 lords of molten core, one's just a bit harder than the other. Avenge the death of my husband kill quest at level 14 in the Barrens is ultimately the same as Kill Rend and i'll help you continue on your path to Onyxia atunement. Collecting glowy stuff in silithus and turning it in isn't much different from any other collection. However, you have to look at the story of the quest you are doing, and put yourself in the game to truely enjoy it. Feel the joy of avenging a lost loved one's death. Yell at the screen when you vanquish Ragnaros (once again) after he called you a puny mortal, 'IN YOUR FACE FIRE MAN!'. Don't just play to get a bit more exp and some new ub3r l00t. In any case that loot will just make you look like all the other ub3r l00ters that came before you. The game is fun. I've leveled to 60 doing quests and dungeons with my first character. I've leveled my second character by simply grinding on mobs and it can be faster than questing considering the run around time for quests slows you down and I had tons of rested exp from off-time. There will never be any new types of quests, haven't found anything new since playing beta in EQ. However I find time to enjoy the little details the devs throw in for our amusement. There are some really funny quest lines that you miss by just clicking accept and then checking what item you need to collect. I like Blizzard's mentality. I like their 'polish'. I enjoy their dungeons and encounters. What I can't understand is how their system and network engineers keep their jobs... but I guess that with enough money eventually they'll engineer the game to where Lag will just be a bad alt's name.

    4. Re:Sorry, you obviously didn't play the game. by maxd24 · · Score: 1

      So, is your complaint that there is no story or that the story has little or nothing to do with Warcraft? I can completely agree with the latter, but not the former. Thin and forced though it may be, there is definitely story throughout the game. As you run through low-level content you expose all the schemes and mechanations of the politicians and of your eventual high-level foes. The more quests you do, the more obvious it becomes that everything is being manipulated and the governmental leaders are fools and patsies. All those connections lead you to the raid dungeon bosses and make you really want to kill them. That's the way it worked for me anyway.

      --
      It happened before. It will happen again. The only questions are when, where, and what are you going to do about it.
  22. Re:My guess by MustardMan · · Score: 2, Interesting

    AMEN! Games like Islands of Kesmai and Kingdom of Drakkar FAR predated EQ in the graphical MMORPG genre. The amaking thing is, KoD is STILL in active development and being played today. I stopped playing Drakkar when they started making it more like EQ to appeal to a wider audience.

  23. Is anyone working on a FOSS P2P MMORPG ? by Catamaran · · Score: 3, Interesting
    I would like to see a MMORPG or MMO-virtual-reality that is
    • Free Open Source
    • P2P - No server, no centralized control
    • No rules of engagement - Users can define their own roles and interactions, opting in or out as they wish
    • Extensible - Provide framework and encourage users to create landscapes, features, graphics, etc. In short, to create the virtual reality. All such features must be freely licensed so that each can build on the work of others.
    I imagine that some of the existing game engines could be modified so that every client becomes a server as well. Does anyone know of any projects like this?
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    1. Re:Is anyone working on a FOSS P2P MMORPG ? by Valharick · · Score: 1

      Wouldn't work out too well. You'd have people hacking the game ala Diablo (and that wasn't even P2P). Now where did I put that Hex editor...

    2. Re:Is anyone working on a FOSS P2P MMORPG ? by zariok · · Score: 1

      Minus the Free Open Source, Neverwinter Nights.

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      -zariok-
    3. Re:Is anyone working on a FOSS P2P MMORPG ? by ThatFunkyMunki · · Score: 1

      Yeah, it's called RL. All of these things are applicable.

      --
      If patriotism is racist, is racism patriotic?
    4. Re:Is anyone working on a FOSS P2P MMORPG ? by Catamaran · · Score: 1

      But if it were Open Source, wouldn't it be easy to detect who was cheating and simply not play with them? How did Diablo solve the problem?

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    5. Re:Is anyone working on a FOSS P2P MMORPG ? by Catamaran · · Score: 1

      Hmmm, yes, that looks good. However, it looks like it is one world per server, with the possibility of worlds/servers being connected via "portals". What I have in mind is worlds being distributed/mirrored/cached across the net.

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    6. Re:Is anyone working on a FOSS P2P MMORPG ? by Catamaran · · Score: 1

      By the way, I just discovered this thread which touches on P2P and custom content.

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    7. Re:Is anyone working on a FOSS P2P MMORPG ? by Catamaran · · Score: 1
      Oh, and, replying to myself again, here's a link to something called The Croquet Project that seems to be almost exactly what I was looking for.
      The Croquet project is an effort to develop a new open source computer operating system built from the ground up to enable deep collaboration between teams of users. To do this, the project seeks to define and develop a system is focused on the simulation and communication of complex ideas. We call this "communication enhancement" - the direct extension of the abilities of humans to develop, understand, and describe even the most complex simulations. Croquet enables this communication by acting as the equivalent of a broadband conferencing system built on top of a 3D user interface and a peer-to-peer network architecture. Through the public release of this software technology, we are seeking to harness the creative power of thousands of software developers and seed the development of transformative technologies.
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    8. Re:Is anyone working on a FOSS P2P MMORPG ? by jackbarnett · · Score: 1

      "How did Diablo solve the problem?" - it didn't.

      Diablo (the orignal) is a BANE to play with online with someone you don't knonw (99% of the time tell blow the crap out of you before you even blink).

      Diablo II "sloved" [part of the problem] - by going centeralized.

      Secondly - about Content. User created content... have you played Second Life? 90% of the model in that game suck (look like 3 grader's drawings with crayon) and secondly the game has extremely poor performance problems (it runs worse on my system then Half-Life 2, Oblivion, Age of Empires III [max settings] and any other game on their).

      [quote]Free Open Source[/quote]
      I agree with that - but to make a "professinal" grade game you need a professinal development team. Your not going to see something great unless you have good developers that can work on it FULL TIME. 2 dozen teenages working 3-4 hours a week isn't going to do it. Game development is really tough work and need talented people that can focus on it full time.

      [quote]P2P - No server, no centralized control[/quote]
      Yea bad thing. Whatever code you use to Auth the client - the hackers have the exact same code to send the "correct" handshake back.

      [quote]No rules of engagement - Users can define their own roles and interactions, opting in or out as they wish[/quote]

      So if I wanted a rule where I could delete anything from any users inventory or take all their gold that would be ok?
      Sure you could opt out - but you would still get scams:

      Haxor: "No really - just click yes - it'll give you a cool magic spell"
      Noob: "You sure? It says can be harmful to my character"
      Haxor: No - it's all good, I just put that warning in their so people don't steal my magic"
      Noob: [clicks 'Yes']

      Noob has given Haxor 673,123 Gold
      Noob has given Haxor Bag of Holding [all items]
      Noob has been sent custom content: goatcx
      Noob rolled 13 (10+1d6) VS DC 200 against Spell of brutal ass fucking.
      Noob is bleeding (-17 HP per Sec over 120 Minutes)
      Noob has tender asshole - infection (-23 HP per Sec over 120 Minutes)

    9. Re:Is anyone working on a FOSS P2P MMORPG ? by Catamaran · · Score: 1
      Secondly - about Content. User created content... have you played Second Life? 90% of the model in that game suck (look like 3 grader's drawings with crayon) and secondly the game has extremely poor performance problems (it runs worse on my system then Half-Life 2, Oblivion, Age of Empires III [max settings] and any other game on their).
      One would hope that the content would improve over time. Performance is definately a big issue, perhaps the main issue.

      to make a "professinal" grade game you need a professinal development team. Your not going to see something great unless you have good developers that can work on it FULL TIME
      If we make it easy to copy and modify content then perhaps just a couple of professionals could prime the pump by providing some nice building blocks.

      So if I wanted a rule where I could delete anything from any users inventory or take all their gold that would be ok? Sure you could opt out - but you would still get scams:
      That's probably true, but the victim could simply restore a backup of himself and move on. There may be problems, but I'm not convinced that they are insurmountable.
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    10. Re:Is anyone working on a FOSS P2P MMORPG ? by PaganRitual · · Score: 1

      "No rules of engagement - Users can define their own roles and interactions, opting in or out as they wish" hahahahahaha i.e no one fights, everyone sits around the bank doing nothing and the only people that want to fight are the ones that can guarantee they will win, which of course means no one wants to fight them. in other words, Ultima Online after the carebear land patch, or presumably, PvE WoW servers (I play on a PvP one so I don't know exactly how it works on PvE).

  24. Re:My guess by Anonymous Coward · · Score: 0

    Funny. All the complaints about WoW seem to center around its repetiveness and lack of variety. I'm kind of curious to hear your brilliant psycho-analytical explanation of how, exactly, WoW has managed to, through repetition and lack of variety, cause huge numbers of ADD sufferers to log in night after night for long hours month after month?

    But don't let silly technicalities like the meanings of words get in the way of your soapbox. You're better than those of us in the "ADD Generation" (whatever that means) because you devote enormous amounts of time to fake worlds rather than taking brief breaks from the real world in them! Get back up and thump your chest some more!

  25. If only.. by geniusj · · Score: 2, Insightful

    If only they could have put as much time and polish into their server architecture as they did into the game itself. Obviously, it's still successful regardless, but I still consider this their biggest flaw.

  26. Amazing, actually by argStyopa · · Score: 2, Insightful

    I RTFA and am continually amazed at all the people who bother to post with "Ah, I find WoW to be too boring." or "There's nothing to do" or "There's no story, it's just grinding quests."

    OK, we got it - you didn't like the game. Now eff off. 7 million other people disagree.

    See, Blizzard is a company. They don't have a sacrosanct goal to keep YOU entertained. If what they do appeals to 15 people who are willing to pay (note that part), and annoys/frustrates 5 other people, that's a successful strategy. In Blizzard's terms, if they offend 1 million hardcore gamers, but bring in 7 million casuals - that is a WIN (entirely setting aside the fact that for the same $15/month, a hardcore player is going to use FAR more bandwidth than a casual, be more hypercritical of everything, whinge more on the forums, all of which cost the company more of their own cash....)

    Unless the 5 annoyed people are willing to pay 3x as much as the first 15, it makes business sense to appeal to the mass. It's democracy in action, and people vote with their dollars. It's the same reason that Ultimate Deer Hunter 3D is/was commonly near the top of the game sales charts. I might find it a joke, any regular game player might find it a joke, but people BUY it.

    Companies are after your dollars, not your aesthetic approval (except insofar as it brings in dollars). Don't like it? Try to pay your rent with aesthetic approval and see how far it gets you.

    --
    -Styopa
    1. Re:Amazing, actually by An+Onerous+Coward · · Score: 1

      Extra, extra! Read all about it! Businesses want to make money!

      Okay, that's enough sarcasm for this post.

      I think what you're ignoring is that threads like this make for exceptional market research for Blizzard. Even if they don't actually use all the information you're whining about people whining about, they're certainly better off for knowing what the "disgruntled market" is looking for, and having thought about why they're not doing it.

      There are several good reasons why Blizzard never publicly admits to the attitude you describe, and anyhow they must have pretty thick skins over there. If you want to help them, remember that all these griping posts are a statement of, "here's what you'd have to do to get my dollars," and that's information Blizzard wants.

      --

      You want the truthiness? You can't handle the truthiness!

  27. Re:My guess by popeguilty · · Score: 1

    I was all set to pwn the lamer, and you totally beat me to it, and beautifully, besides. Bravo, sir!

  28. Short answer: No by Sycraft-fu · · Score: 3, Informative

    Long answer: Hell no.

    Idea is unworkable for so many ideas. The first is simply the amount of time and varied resources that would need to go in to the project. An MMORPG world requires a ton of art, sound and level design assets to be compelling. This isn't something the traditional geek is good at. However, even supposing you got all that part out of the way P2P just isn't possible. The load it would place on each client system, and line, would be crushing for any area where there's a few hundred players gathered. Also P2P has a problem of cheating. Who do I trust for what a given monster is supposed to be doing?

    To work effectively as a real MMORPG, you've got to have some beefy servers. As a somewhat analogous situation, take the difference between IM and IRC. IM is something you could do totally P2P. Really the main function of the servers is just to let you find your contacts. You can send messages directly. However IRC relies on the presence of a server. After all, if you tried to have each and every client responsible for sending out hundreds (or thousands) of copies of each thing a person says, it'd crush a normal person's line, even broadband. So to work you need a server on a good line that aggregates everything and sends each person only one copy and only what they need.

    Likewise with games. P2P works fine for something like C&C Generals. Each computer only has to communicate with a few others, maybe 5-6 at most. Also each game has nothing to do with any other, so if someone cheats, the other clients can just disconnect that one, doesn't affect anything overall. However it doesn't for something like WoW. If I move in a zone where there's 400 other players, they all need to know about it. It'd be just about impossible for my client to send that update to all of them at the same time, and for all of them to do the same thing. The chatter would be crushing. You need a central aggregation point.

    The closest you can maybe get is a sort of half MMORPG like people do with Neverwinter nights. People run area servers, which link together. So a bunch of individuals run servers on their computer, each which supports like 64 people and represents an area. However that means only so many people can be in an area at once, and if that server dies, that area dies (and maybe delinks other areas). True P2P just isn't feasible.

    1. Re:Short answer: No by Catamaran · · Score: 1

      Thanks for the detailed answer. So the problem is the complex interactions which need to be handled by a single server? How powerful does it need to be? Could the grid delegate a server for these interactions and then fall back to P2P mode so-to-speak? Don't games like WoW run multiple servers? How do the servers stay in sync?

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    2. Re:Short answer: No by dcowart · · Score: 1

      For WoW they have multiple 'realms' running on a single server. That is one of the facilities that has let them make cross-realm battlegrounds. The clients aren't jumping servers, just realms on the same server.

      If a client performs an action, that action is sent to the server, the server makes sure it's a valid action, and then sends the result of the action back to the client and to other clients that are "Close" (within X radius, or same zone, continent, whatever). That seems to be the way WoW works. Someone did hack a WoW server together a while ago, but I think it doesn't work with newer clients. So most of the work is done sending messages back and forth to the server, not in actual processing on the server side.

      Because the servers are a single point of contact for clients, it makes the process of programming very simple and robust (mostly... ok if you have enough servers and bandwidth) The content on the servers is the same. Moving a character between servers is an out-of-game process b/c the characters only exist on one server at a time.

      Hope this answers some of your questions, and yes it is a good idea.

      I wonder if nethack can be coded to an MMORPG ;-)

      --
      www.rdex.net
    3. Re:Short answer: No by Catamaran · · Score: 1

      That's very helpful. Thanks for the info. I know nothing about games or graphics, but I do know that there are some great FOSS tools available like ICE for distributed computing, blender for graphics, so maybe the time is ripe for such a project. Or maybe the idea isn't feasable. Time will tell.

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    4. Re:Short answer: No by Sycraft-fu · · Score: 1

      The specifics of the WoW backend are held fairly tightly. However from what they have shown yes each actual server is a cluster of computers. Those computers then connect to a backend database server, shared by many realms. The DB server is probably big iron from IBM (I'm guessing here based off of the kind of job openings they had).

      The way it works is all clients connect to a server. Regardless of if it is physically many machines, it's logically a single server. That system then handles all interactions. It not only handles them in terms of relaying data, but is the arbiter to decide what happens, making sure noone is cheating, and does the vast amount of processing for all the in game monsters (which there are literally hundreds of thousands of active all at one time).

      Basically there's just not a way, I can think of, to do this sort of thing P2P. If you can, well then get on writing that shit because you can either make some money on it or have an awesome OSS program. However logistically I just don't see it working. Even when you have a game like Quake or BF1942 with 32-64 players you need a central server. In that case the requirements are undemanding enough that a single deceant desktop machine can take care of it. However multiply that player count by a thousand, and the worldsize to match, and you are talking the level on which MMORPGs run. Hence the first M (massive).

    5. Re:Short answer: No by Breakfast+Pants · · Score: 1

      I don't think they would use a database in the way it seems you are suggesting. When I trade an item with a player, certainly fields in a couple of DB tables aren't being updated. What most MMO's do is keep everything in memory and periodically serialize to disk. Take a look at RunUO (it's fully GPL'ed) for a system like this. Granted RunUO is a a single server only solution, most MMO's run single shards or "servers" on clusters of computers, each serving zones within a world, and they also don't necessarily serialize the entire world at once (they do some tricks to get around duping that could occur by not doing so).

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      WHO ATE MY BREAKFAST PANTS?
    6. Re:Short answer: No by Catamaran · · Score: 1
      Suppose each server is responsible for the interactions within a given region. From what you say it looks like it would be necessary to limit the maximum number of players within each region. And there would need to be a protocol for players to transition from one region to another. And there would need to be a torrent/rsync-type process to keep the worlds in sync. And there would still be anomolies caused by concurrent events on different servers and those would have to be smoothed out somehow. Not to mention:
      • How do entities advertise their properties/capabilities/preferences? How do entities get upgraded (Ice facets)? Does the framework specify different plugin models e.g. for avatars vs. edifices? Probably not.
      • Are the laws of physics immutable? Provide defaults that can be overridden locally?
      • How is "real estate" parcelled out? Idea: let anyone build anywhere and let users decide which version they wish to see at any given time. Various rating systems could provide "default" views. Slashdot? Metamoderation?!
      • Can the experience degrade gracefully in the face of bandwidth issues?
      • Is it possible to be agnostic wrt modeling, e.g. ray-tracing vs. triangles vs. ??? ? I have absolutely no experience in graphics, modeling, or game playing, so I don't even know what questions to ask.
      • Can Grid computing be used to model particularly complex interactions?
      • What large building blocks are available? ICE of course. What about FOSS game engines? CAD engines? Graphics engines (blender?)?
      • Ideas for extensible widget toolkit: Avatars: stick figures, basic features. Edifices/landscapes: universe, star, planet, river, mountain, building, door, window, etc.
      • What security precautions are needed? DOS seems like a possible threat in addition to cheating already mentioned.
      The whole thing may be unrealistic. Maybe the idea is flawed. Nevertheless, it doesn't hurt to dream.
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    7. Re:Short answer: No by Catamaran · · Score: 1
      they also don't necessarily serialize the entire world at once (they do some tricks to get around duping that could occur by not doing so).


      Can you provide any references or links regarding those tricks?

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    8. Re:Short answer: No by Breakfast+Pants · · Score: 1

      Slightly more than half of Aleister Crowley's works go into great depth on the subject. Black magic indeed.

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      WHO ATE MY BREAKFAST PANTS?
    9. Re:Short answer: No by Sycraft-fu · · Score: 1

      Well, as I said, I don't know for sure what their back end is, they won't say. What I do know:

      1) All game data is jsut a database. It's usesally not setup as a formal DB, just a flat memory/text file, but that's what it is none the less.

      2) MMORPGs have massive amounts more data than normal games, which demands better storage.

      3) Other MMORPGs have used enterprise DBs as backends. Sony said they used Oracle for Starwars Galaxies.

      4) Blizzard went on a hiring kick for people who know Oracle. They also hired people who knew high end IMB systems and EMC storage solutions.

      5) Servers function in groups. Sometimes, things happen to only one server, however often, things happen to a whole group. There is some kind of common backend among a given set of servers.

      Given that, I am infering that they have their servers connect to a large enterprise DB server where all the data is held. This would also explain why even when it dumps, it loses almost nothing. It's all being commited to a DB all the time.

      Again, I do not know this, nobody outside Bilzzard does and they are all under strict NDA. However, it's what I'm guessing based on the evidence.

    10. Re:Short answer: No by Breakfast+Pants · · Score: 1

      Wow, yeah.. I just kinda shat out a response without looking into it.. and based on some really dated knowledge of my own. Here's a listing that backs up a lot of what you're saying. I don't think they would need people who have "Worked with multiple large databases greater than 1 Terabyte in size" to handle their billing databases...

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      WHO ATE MY BREAKFAST PANTS?
    11. Re:Short answer: No by xappax · · Score: 1

      I wonder if nethack can be coded to an MMORPG ;-)

      You jest, but the author of the best rogue-like game, ADOM, is working on a massively multiplayer version called Jade. I think there's a market of nostalgic text-based RPG players out there who would be all over this kind of thing. I've always found that as the sexiness of an online game's graphics decline, the number of jackasses decrease and the number of thoughtful, interesting roleplayers increase accordingly.

    12. Re:Short answer: No by mrchaotica · · Score: 1

      Sorry for the late reply; I found this thread in meta-moderation.

      Anyway, I've been thinking about this kind of thing too. I think the most realistic thing to do in the short run would be to start an artwork library, with textures and 3D models and levels and such, that would be licensed such that it could be used in any Free Software game. Only after we've got most of the pieces should we start putting them together, you know?

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  29. Re:My guess by SilentChris · · Score: 1
    By ripping off Everquest?


    Except they didn't "rip off" the one thing Everquest had in spades: mindblowingly inaccessible content that catered to only a select type of gamer. Blizzard went out of their way to make as much of the experience as fun as possible for a long time for EVERYONE. I've known total non-gamers can pick up Wow and run with it. The same can't be said with EQ.
  30. Read the quest text by Kawolski · · Score: 1

    Sounds more like Star Wars Galaxies to me. At least with WoW, if you read the quest text, they tell a good story to give you some sense of purpose to collecting [1..20] [Animal Anatomy].

    Some of my favorite quest lines are the Onyxia quest line (Alliance and Horde versions), the "lost son" quest line in Eastern Plaguelands, the "Legend of Stalvan", "Hidden Diplomat", and the "Fallen Hero of the Horde" quest line in Blasted Lands... And that's just what comes to mind right now.

    1. Re:Read the quest text by Medieval · · Score: 1

      The quest cinematic/scripted event when you turn in a nightmare engulfed object to Keeper Remulos in Moonglade is badass.

      Malfurion is summoned from the Emerald Dream and has dialog with Remulos, which ends with "Remulos, I am being drawn back... Tyrande... send her my love... Tell her I am safe. Tell her... Tell her I will return... Farewell..."

  31. Re:My guess by Anonymous Coward · · Score: 0

    Exactly what I'm talking about.
     
    I see all these lamers running around telling me I have to get into WoW because it has X,Y, and Z. EQ also had X,Y, and Z years ago. It's nothing new. Sadly EQ2 is being dumbed down for the morons as well.

  32. Re:My guess by Dewser · · Score: 1

    Sort of don't agree fully with this, of course they do it to make money, that is why you go into business of any kind. Duh! But the key is to make something that everyone will want to play, and sure the ideas come from other places but it comes down to who does it better. To tell you the truth, other than Starcraft, WoW was the 2nd game I played from Blizzard, since then I've purchased WC3 just to get down all the background lore and thought the game itself was fun! I do now own the diablo game chest but only played it for about 10 mins or so.

    Anyway back to WoW, before WoW I played FFXI - that is a game for people who have time and static groups of players. WoW is a great game because I still consider myself a casual gamer, even thought I play an average of 2-3 hours / night during the week and 20+ hours on the weekend. I have a 60 and a number of 20+ toons with a second 60 in the works, my first 60 I still haven't to this day gone into the 40 man raids. Mainly because of the times that groups I know are doing them. But if I don't want to raid, I can jump into a BG and work my way through the ranks to get the nice PvP gear. Or I can run a 5 man with some guild mates just for loot. But the one thing I do enjoy doing is exploring new areas. Blizzard has hidden alot of easter eggs in this game and that is something fun to find. For instance in the South eastern corner of Ashenvale has a nifty easter egg from WC3.

    Yes they made the game to make money, but I don't think that even they realized the impact of this game. And sure they used ideas from other games/stories to fuel the development. After all Hollywood has been doing it for years but have failed miserably at it in some cases.

    As for Storyline, there is a ton of storyline, but you have to look for it, pay attention to the quest descriptions and such. Each major instance has a good amount of lore behind them. Eventually all of this will come together at some point to a battle with the Lich King and the lords of the burning legion. So yes WoW is a continuation to WC3. Will it ever end? Well think of this more as a comic book series rather than a simple story, a good comic never ends, the world is always in peril from some evil being or another. With patch 1.11, we are already battling Kel'Thuzad, so who's the big boss in Burning Crusade? The Lich King? Illidan? The lords of the Burning Legion? Who knows?

    Will I ever get a full set of purples?? Probably not, though I am also not killing myself or losing sleep over it. Will I farm like crazy for a flying mount when the time comes?? Hell yeah I will, because I like exploring and there is a ton of places that can be explored but getting to them is the tough part.

    This game is not for everyone, in fact the genre itself is not for everyone. But anyone who thinks that this game is a grind is nuts! Its a grind if you want it to be. Play any of the Korean based MMOs and you will see a grind! Play FFXI without a static party and you will see a grind. This game is what Blizzard wanted it to be... Fun! The minute you stop having fun, you should re-evaluate the game or your play style or the guild you are in.

    ok, work is calling, enjoy!

    --
    Dewser - all around techy "In the immortal words of Socrates - 'I drank what?'"
  33. Low character limits are bad by Kawolski · · Score: 2, Informative

    Because of WoW's eight (count them EIGHT) characters per server per user account and no limit to the number of servers you can be on WoW has a far greater sense of your character merely being a toon or even just a nickname on irc.

    It's actually 10. But how is this a bad thing? If I get bored of the character I'm playing, I can take a break and play a new toon of a new class with new professions with my friends on the same server without having to destroy all my hard work by having to delete my character, or buy another account, or force my friends to abandon their characters to join me on another realm just because I got bored.

    So the so-called low-levelling curve and easy re-roll capabilties of WoW also has a down side. To counter, in SWG you had one character per server and a limited number of servers. Be an asshole and you had to face the consequences.

    Now imagine a MMORPG were your account gets you just ONE character with ONE name. An alt means buying the game again. So if you get ignored by lots of people that actually has an effect.


    This is what made SWG one of the worst MMORPG games. Did SOE severely nerf or break your profession after a big patch? Early Droid Engineers, I'm talking to you. Well, your choice is to give it up and delete your skills that you spend weeks or months working on (not to mention many, many credits buying supplies/weapons/armor/etc.) so you can have a PLAYABLE class for a while, or buy another account (why would you give these idiots more money for screwing up?), or just stop playing until SOE decides to fix it in a few months.

    Let me take the entertainer class as an example. To me, it's fun class to play when you want to take a break and play a social class for a while. I just wouldn't want to be JUST an Entertainer, nor would I want to work my way up to be a Master Musician and then have to give it up to try something else. At least Ultima Online gave you 5 characters per server so you could try out the different skills...you could have your warrior character, your crafter/shopkeep character, your fishing/gatherer character, etc. You weren't confined to one style of gameplay only.

    This really is what makes WoW so successful. I know plenty of people who are not interested in the end-game at all, but have fun building different characters up to 60. And with 10 characters on the same server, they can hang out with the same guildmates while doing it.

    And believe me, there were plenty of assholes and spammers in SWG, even with only one character per server allowed.

  34. Blizzard is the polisher of the old ideas by Dark_MadMax666 · · Score: 1

    Well not to smear Blizzard or anything - I actually think they are one of the best studios out there .But what Blizzard really does is takes and old idea and implements it very well. Wow is no exception. Starting with warcraft - idea ripped of dune 2(and then sequels ) starcraft -just another RTS , not a single fresh idea. Diablo could be sorta considered "fresh" idea -if the idea of stripping down RPG of everything but items and action can be passed as a novelty.

      Wow does not have single new element in MMORPG genre, but every single element they borrowed is implemented very well. Blizzard designers know how to take an old idea and make it fun . In Wow they just looked carefully at most outrageous and unfun elements of current generation MMORPGs (such as long level grinds, unnecessary travel time, outrageous death penalties, cookie cutter classes) and removed them ,replaced with what was proven to be fun (quest based leveling , fun combat, fast travel, practically no death penalty, creative classes ). On top of that they added awesome world/dungeon design, good itemization, flawless server/client code ( noobs complaining about Wow "bugs and downtime" haven't seen previous generation MMORPGS) , awesome lore and world. And here you go - 7 mln subscribers ,when it was estimated "that total US market for MMORPG is 500k subscriptions"

        And really Wow is EQ done right. -This does not diminish achievement of Blizzard in any way ,because Verant/SOE and hordes of others could not even implement their original ideas right.

      Strength of Blizzard is to polish and popularize old ideas. But innovation?- that the wrong thing to expect from them. And thats why I like them - they see trough bullshit and cut straight to fun.

  35. Not Just With MMO's by twoallbeefpatties · · Score: 3, Interesting

    I've been talking to other friends lately, and many of them say that they won't even finish a lot of the games they play, just because they don't have the time to do so, and playing through a game a second time quickly becomes a real luxury reserved for people with time. Yet many people who play through WoW create a second character, for three reasons - one, you don't feel like the end is so far out of reach that it's pointless to split your attention; two, the gameplay is different and has different rewards depending on the class that you choose and the paths that you take; and three, the gameplay at lower levels is still rewarding. When you look at the recent trend in console RPG's, I think there's a lesson that should be learned there about game design. I heard a lot of people telling me about how the new Dragon Warrior has some great old-school gameplay, but I just can't get myself excited enough to play through a game that innocuously huge that I know will take me a half a year to complete. The much hyped underground hit Disgaea, I picked up and began playing but sold on eBay halfway through the game because I didn't feel like I was being rewarded accordingly for the amount of time I was putting into it.

    Games like Civilization, on the other hand, I'll not only play through one campaign, but eventually come back to play other campaigns, because I don't feel like I'm in an endless battle, nor do I feel like starting from the beginning puts me back on a trail that I can't complete. I can't stand to play a level 1 character in a standard RPG, because the real fun doesn't much start until you have several abilities. With games like WoW or Civilization, it's not so much that the early game is lacking so much as it's a separate entity. With Civ, you move from world building to intermediate diplomacy to the endgame race to complete your ultimate goal. With WoW, you go from simpler questing and personal grinding in the early game to the emphasis on five-man raiding after level 40 or so to the preparation for large raid content. The biggest difficulty is making early game content feel less like just a learning process and preparation for later material and feel more like its own separate part of the game. I would much rather see shorter games which emphasis on making the experience different each time you play the game than see games that focus on one huge, unique experience.

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
  36. Re:My guess by Anonymous Coward · · Score: 0

    If only we were all as superior as you.

    How's your mom's basement again?

  37. Re:My guess by Omestes · · Score: 1

    One acronym: MUDs. A good MUD pulled off the full MMOPRG experience, with story, character interaction, grinding, etc... All within a pure text enviroment. These are why I put off playing modern MMOs (starting with UO), because I realized that they could eat a large portion of my life. Almost the entirety of the 90's was wasted on killing Fidos. Hell, your not hardcore until you break up with your real girlfreind because she is distracting you from your leveling grind.

    --
    A patriot must always be ready to defend his country against his government. -edward abbey
  38. PlaneShift by shashi · · Score: 1

    http://www.planeshift.it/ I've seen a lot of so-called FOSS MMO games in the works, but this one seems to be the only one I've found that has any real dedication. Still, they've been working on it for years now and there's not much to see. But it does have a working client/server and is pretty damn good for a volunteer effort.

    1. Re:PlaneShift by Catamaran · · Score: 1

      Interesting. It looks like they offer a GPL game engine and proprietary content plus customizable roles and features. I wonder why it is not more popular? Perhaps they would have more of a following if they made it more extensible. I think that in the future the most successful and enduring games will be those that facilitate user-created custom content with the fewest possible restrictions.

      --
      Test 1 2 3 4
  39. the real deal by Anonymous Coward · · Score: 0

    Anyone can think of something better to do than play WoW at any given time, but a lot of people still play it, and a lot of people are going to start playing it. Why? Who knows all the reasons? But they do. Is what I want to ask is that everyone who reads this takes the time to tell their story about their experience with WoW.

    What was my reason for starting? Beside my predisposition to play video games because I thought there was nothing else I could do, hype. Sure they tell you on all the sites that WoW's great and give it a 9/10 and they brag about how many players that subscribe to it. Though I didn't realize it at the time, for all I really knew they were all just lying to me and making the game seem like something that it wasn't, in my point of view. I didn't even realize my current point of view on WoW until after a long while of playing it. One thing that I am sure of is that the only way they keep anyone hooked on that shit is the hype. Even when you start to realize that you're doing the same exact thing over and over again but in a different place with a different look, the hype draws you back in. This is how they work you. I think it drew me back in more subconsciously than not. I guess what I was thinking was that since so many people - including some of my friends and other people I know - play it and they think its good, it must be good. The hype was changing how I was thinking. So I had a simple choice in the end: to let them own me or to not let that happen. So I quit the game.

    In the end, everyone has a different perspective on WoW, and no one can say that playing it is good or bad for everyone. Even if you're one of those people who picked up WoW and really liked it, or learned to like it after a while, ask youself if you're sure that you're not just being manipulated into doing something that you might not really want to be doing.

    1. Re:the real deal by *weasel · · Score: 2, Interesting

      You answered your own question.

      Anyone can think of something better to do than play WoW at a given time -- but they can't think of something better to do *all* the time. WoW's damn fun in small chunks. No-one challenges that. They complain about the social aspect being weaker than other massmogs (it is), the end-game being all raiding (it is) and an interminable grind (it definitely can be). But they admit that for a couple hours a week, it's just good clean DIKU fun, turned up to 11.

      The _vast_ majority of Blizzard's playerbase are not playing WoW _all_ the time.
      They log on a couple times a week or less.

      --
      // "Can't clowns and pirates just -try- to get along?"
  40. Re:RL by ichigo+2.0 · · Score: 1

    Rerolling your char is a PITA though, and leveling is slow as hell. And to get all the nice rares you have to grind for a lot of money. It's got nice graphics though, and no lag! I give it 3 stars of 5.

  41. That would never work.. by Apache · · Score: 1

    .. competative as a game.

    My personal preferences for rules of enguagement: I win.

    It might be good for an RP oriented setup or something, but not really as a zero sum game. There has to be something enforcing a set of balance rules, or else the giefers will win.

    Enforcement means sometimes people are forced to do thing they would rather not, which is counter to the openness of your idea. :)

    1. Re:That would never work.. by Catamaran · · Score: 1

      No, it's more like when people sit down to a game of poker. They decide in advance what are the wildcards, stakes, etc. And then they play.

      --
      Test 1 2 3 4
  42. Re:My guess by Kheng · · Score: 1

    greed for shinies, social interaction or ePeen

  43. Replaying Secret of Mana by Hyperhaplo · · Score: 1

    This is why I am currently replaying Secret of Mana. It really is a pity that some games are not available around the world (even 15 years after release).

    --
    You have a sick, twisted mind. Please subscribe me to your newsletter.
  44. Re:My guess by geminidomino · · Score: 1

    Except they didn't "rip off" the one thing Everquest had in spades: mindblowingly inaccessible content that catered to only a select type of gamer. Blizzard went out of their way to make as much of the experience as fun as possible for a long time for EVERYONE.

    *cough*raids*cough*

    I suggest you refine your definitions of "inaccessible" ("accessible" == "has 39 other friends in the game") and "Everyone" (WoWraiders \subset Everyone).

  45. Yeah very ... by Alfablot · · Score: 0, Flamebait

    Are you people serious ? It's already the 2nd article I see praising this incredibly lousy game I wasted my life on for almost 2 years. 3 months of Levelling to play grinding at Battlegrounds.. I thought PvP is great no matter.. but no, Ppl had better gear , They'd kicked my butt everytime. So I do PvE to get gear ? Oh yes farming spamming boring instances 10 times each, following what the raid bosses say, spoiling every corner, just playing damage bot "as They command" . And once I get the gear what do I do ? go PvP , I thought . But how can I have fun killing players with a way weaker armor ? is It fair ? Do i deserve those kills ? WoW is the worst "thing" ever inflicted to humanity along with Nazism.

  46. Re:My guess by Anonymous Coward · · Score: 0

    WoW took from everquest and made it better. Everquest took from UO and made it much better. UO took from Diablo and made it worse.

  47. Mod parent up! by Sodade · · Score: 1

    ABSOFUCKINGLUTELY man. I was hoping that this article would be how they actually made the game and would illustrate their server architecture and netcode so the /. communtiy could rip it up.

    Tonight, my guild will enter BlackWing Lair and spend 2hrs of lag-induced death resulting in huge repair bills. This Fri night lag has been going on for a year now and it still isn't fixed.

  48. Re:My guess by snuf23 · · Score: 1

    "But if I don't want to raid, I can jump into a BG and work my way through the ranks to get the nice PvP gear."

    Good luck hitting top of the PVP ladder without epic gear, a crapload of free time and a static group ("preformed").
    PVP is a lot more fun in the sub 60 category in my opinion. Although it's best to be using a twinked out alt - since almost everyone else is.

    --
    Sometimes my arms bend back.
  49. Master? by Anonymous Coward · · Score: 0

    That's a cute euphemism for grinding.

    1. Re:Master? by Anonymous Coward · · Score: 0

      atleast I had fun when I "grind" in WoW. take another game for example, Eve_Online, levelling is on a timer but you gotta grind for money and skill books. you also gotta log on in a timely manner when the timer runs out to start the next skill training. It takes about 1 year to get to end game level (flying huge ships and shooting mass damage ammos). The beauty of it since its on a timer there is no way to speed up the process. In WoW I can reach end game in a week if I reroll and buy the best equips to grind with. Better yet, the grinding process is actually fun. Whereas in Eve_Online the grind (making money to buy skills) means mining asteroids or shooting NPCs that are just plain dumb stupid, warp here warp there, go fix dinner while your ship goes on a 20 jump trip for a delivery. The whole game is just a snooze. No wonder some folks compare Eve_Online to a screen saver. You hardly ever actually "PLAY" it.

      So I got as far as have a 1 year old char on EVE_Online, fly a dreadnought carrier, hacs, with decent tech 2 spec's, spent about 500 dollars to buy enough in game money to afford all the equipments mentioned above because I'd rather not waste my time grinding for money since its just too boring in Eve. You know what, I got bored even with the top gears. I joined alliance and went on PVP hunts but its just too much of a 'ownage' game 5 or 10 on one, picking off loners, massive local smacktalking that made me feel like i'm playing with 5 year olds. Overall the game is just a bore. It kept me in it skillfully by making me wait for a year to train up all the skills required to fly a good ships but in the end I want my 1 year sub back. Cancelled and never looked back.