The Quest To Build a Better Warcraft
Red Herring tackles the rush into virtual space, talking about the MMOG goldrush and the business consequences World of Warcraft has had on the games industry as a whole. Though sometimes it doesn't seem to fully understand the difference between a single player game and a Massive one, the article still touches on a number of important points. Lots of folks are looking to cash in on WoW's success, and they're importing or licensing every Massive game they can find to get on the bandwagon. "The problem is that no one knows what the next WoW killer will look like. Creating a hit video game, which combines strong characters, a compelling story, and top-notch production values, is part art and part inexact science. Making a hit game can be much more difficult than producing an Oscar-winning movie. After all, the hit video game must be compelling enough to keep players coming back for more." Even if a lot of their conclusions are odd, and they call Puzzle Pirates silly, it's worth a look. What do you think it's going to take to crack Blizzard's deathlock on the Massive genre?
The content is all that amazing in World of Warcraft, but the game engine is second to none. Make a game engine as good as WoW's, with the character animation, UI and scripting support and you've got a WoW-killer. Until then they are just bad immitations.
Give me an MMO with the quality of WoW and a higher caliber of people to play with, and I'm there.
Part of the hardcore faithful who believed in Apple long before it was cool again to do so
I don't play games at all, but I had a look at Second Life recently and I think that it (and the systems which will come after it) will appeal to a much broader market than games like Warcraft.
http://michaelsmith.id.au
Compelling story ? Strong characters ? We re not talking about MMO games here...MMO aims to the "lowest common denominator" between players to attract as much people as they can. WOW did it so well that they managed to attract people who hardly ever played video games before...and that's also why hardcore gamers tend not to play WOW.
How about World of Starcraft. I know this has been mentioned many times, but I do think it is a good idea. I'm hooked on to Eve Online. I can see something like Eve with a Starcraft theme. I'd buy it.
You don't need FedEx quests, level grinding, and fairytales to have an MMO. All you need are lots of players interacting online. Yet for some reason the major studios don't get this. They feel that every MMO needs dumbassed level grinding, quests, etc. The same stuff we've seen over and over. There's no reason why a game as simple as Team Fortress Classic couldn't be an MMO.
WoW dominates the "traditional" MMO market right now. It's foolish to directly compete with WoW unless you have a strong IP, huge marketing budget, and gameplay that makes players to give up their WoW timesink for your timesink. Most startup MMO companies lack at least two of those things...
But you have a chance if you create an online game that appeals to other gamers. What do Half-Life 2, Halo, and Gears of War have in common? They're shooter games and they're best-sellers, yet no one has created a successful FPS MMO. That market is a potential goldmine...as long as devs steer clear of the traditional MMO crap.
Imagine a MMOFPS similar to Guild Wars. No monthly fee, but frequently-released expansions. There would be a co-op campaign where you and your party fight the baddies and advance through the game's storyline, all while gaining access to new weapons/skills. Add in some arenas for on-the-fly PvP combat, territorial conquest zones, and a some sort of guild structure. Now you've got yourself a game. Simplified, I know, but a competent studio could easily pull that off.
"World of Warcraft" is the MMORPG.
On the issue:
Building a World of Warcraft successor is easy. Look at what they do, copy it and do it better. Improve the things that aren't good and add the things that are missing. Generally the japanese do this sort of things when it comes to electronics. It's the very same way people could build an iPod killer. It's just that somebody still hasn't built a single device that can compete with it on the most simple specs (large memory, video capability, ease of use, decent looks).
Same goes for WoW. Look at the game. Play it. Aside from Monopoly sucktion it's advantages are very real and obvious.
1) Runs easily on older hardware without looking like crap.
2) Runs on Macs and plays nice with mac users. (potential universal opinion leaders when it comes to nice gaming and fun stuff)
3) Takes 90 seconds for the most ultimate n00b get into.
4) Slowly reveals it's complexity bit by bit without overwelming anybody at any point.
5) Has a powerleveling 'grind option', but not an omnipresent one.
6) Has an optional powerquesting stance.
7) Is beautyful and content laden enough for all who just like to run around and are not to interested in 5 or 6.
8) Has a super addictive end-game that even amplifies the underlying 'diabolo collectors habit' subnote of the entire career in conjunction with strong multiplay / competetive play.
9) Has subtle Humor made by the actuall builders, doesn't take itself so serious - important if your offering a full-time imersive VR.
10) Builds on a world that is not and doesn't have to be realistic or even plausible when considering distances between regions (this is why LotR online will fail. The Shire is 25 minutes away from Mordor - how weird is that?)
11) Dedicated company and team with sufficient cash and corporate strategy backing. Blizzard made a decision and came through with it all the way. No half-assed stuff. And, look, a miracle! They've got a game that works and people like! Unbelieveable!
We suffer more in our imagination than in reality. - Seneca
The article seems to imply that WoW has somehow paved the way for indie games. I quote:
"Things were much simpler only a few years ago, when practically all video games were developed or published by industry giants such as Electronic Arts, TakeTwo, and Activision.... Then came World of Warcraft...."
Maybe I'm behind the times, but how has WoW made it more possible, suddently, for indie games to make it big? That might be the case if Blizzard were a small-time developer, but we know that's not true. Blizzard might not be as massive as EA, but they're one of the biggest names in gaming, a company who makes games that are universally expected to be good. How does their making WoW change the scenario the author talks about? Just don't get that.
"16MB (fuck off, MiB fascists)" - The Mighty Buzzard
Anyone looking to make the next WoW killer would be well advised to look at the way Blizzard went about it. A MMORPG is not something that can be turned out in a couple of years with a standard development team to make use of some film licence; it takes significant investment, in terms of time, manpower and cash. Of course, that's not to say that using existing fictitious worlds as a starting point is a bad idea - MMOs need a lot of content to sustain them and getting the appropriate intellectual property owners on board could make sense. I think a lot of the obvious licences have already been used for MMOs though (Star Wars, the Matrix and Lord of the Rings spring to mind). End-user involvement is critical to the success of a MMO game. Any MMO game that is developed behind closed doors and then unleashed on the world is doomed to failure in my opinion. Extensive alpha and beta programmes open to anyone willing to participate are something the industry are going to have to get used to. If your game is any good chances are that the guys you had playing in beta will spread the word and you'll have a ready made subscriber-base when you go live.
Instad of mashing the only skills that do stuff, make all the skills balanced such that combat involves choosing the right move for the right situation. I know when I played my icemage, I'd just keep casting frostbolt, then when something got near me frost nova, backup a step, frostbolts again, the reset the frost skills, frost nova, backup a step, frost bolts until dead. In a group, sometime I'd cast ice block to save myself from the tremendous aggro I got for doing the most damage in the group. In 60 levels, I was only using like 4 skills. You'd think a game could be more complex and make you really think during the game so your choices on the skillbar mattered depending on the situation at hand, instead of a boring repetitive sequence for each battle.
Of course this leads you to the next step: Tekken Online. A game where you have to fight out battles unarmed or with a weapon like hackand slash, but gives you stats to build your character so harder monsters can be taken out with more ease. The moves shouldn't be as hard as a traditional fighter, but instead of trying to mash the right buttons to get off harder moves, they just cost more power and you have to earn them.
God spoke to me.
they call Puzzle Pirates silly
Well, yeah, it is silly, but in a good way. It is supposed to be a bit of playful, lighthearted fun, not a gritty realistic pirate simulation complete with veneral diseases and scurvy....
And as the article points out, they are doing quite well with that concept. Also check out the upcoming Bang!Howdy by the same team. Java based, just like RuneScape, and Wurm Online. The last one is pretty impressive considering it is made by only two developers.
Being bitter is drinking poison and hoping someone else will die
What do you think it's going to take to crack Blizzard's deathlock on the Massive genre?
As per the subject line, World of Starcraft.
Well, not exactly that, but it would be good. The only thing I see breaking the MMO market now is something that gamers love (FPS), rolled in to the same detailed and compelling game we return to day after day (MMORPG). What I see is an FPS come RPG title based in a world that thrives on people banding together to achieve goals, but leaves the door open for PvP combat a-la the WoW style PvP servers.
The key factor would of course be the ability of the developer to work out some sort of faction / race / class based system with the familiar leveling / gearing requirment, and rolling in an FPS front end. Three way battles like those in Starcraft would be awesome, as the current Horde vs. Alliance system in WoW is getting a bit tired.
I still play WoW nearly 20 hours a week, down from over 40 to sometimes 60 a week last year, but would jump straight in to World of Starcraft if it were to miraculously appear in the above stated incarnation.
Dan. -- So what if it's spelt wrong, nobody's perfect
I only played WoW briefly, but I know enough as a regular player does to know no other company at present will "beat" WoW. Why? Their personal limitations.
Other companies, won't take a chance. How many MMO's can claim they offer player based scripting for god knows how many in game effects? Or any of the other features WoW has? Despite the fact I dislike WoW, Blizzard did do that that right; Instead of coming up with some super special features of their own that other MMO's didn't have, they cherry picked what they thought were the best features. Not stolen content mind you but just things that an MMO should have. Case in point, umpteenth kinds of filters for the various chat huds. You'd be amazed that not every MMO offers a good deal of filters like WoW, or hell even any filters at all.
And the engine itself, of WoW, is the killer. Sure it's not really some supreme graphical eye candy people expect three years later after it's release but that is the point. Blizzard took a chance. They released a game engine that surprisingly works very well on low end hardware PC's which people tend to forget makes up the majority of gamers. Ever wonder why Counter Strike 1.6 is probably the most popular first person shooter, still, to date? Cause Half Life 1 can be run on some very low end hardware (if I remember right, the HL1 engine is a modified Quake 2 engine). Point being, no other MMO company is going to cater to low end PC users. More and more MMO's have such huge graphical requirements. You think Vanguard is going to topple WoW? No. Even if the gameplay and options of the client matched that of WoW, they'd still be eliminating a huge chunk of the 7 million WoW base (asssuming Vanguard had 7 mil) simply cause a good portion of those people wouldn't be even able to run the game.
Blizzard rolled the dice and won. They took a chance on merging a ton of features from various MMO's and a game engine that wasn't exactly the top of the game when it came out, and it worked. You find me another developer that will take those chances, and you'll find yourself a candidate for a WoW successor.
Aw Frell this
I've been playing WoW from release day until now. I've killed bosses in some the hardest dungeons in the game before the expansion, like AQ40 and Naxx, got rank 10 in the old pvp system, and I've been level 70 since the end of January (the expansion was released on the 16th of January, heh). Yes yes, I have no life etc. Honestly I don't really spend that much time playing, it's pretty easy to login for a raid or 5-man dungeon, and logout after you're done. Which brings me to why WoW is so hard to beat: they're always responding to player feedback, and improving the game. One of the biggest complaints was the lack of 5-man dungeon content in the game compared to raid content. I really shouldn't use the word "lack" though, it only seems that way compared to raid content. At launch of the original WoW, there were three 5-man dungeons for level 60 players, a 10 man, and two 40 mans. Blizzard added one more 5-man, and 3 more 40-mans. So naturally players that don't like to raid felt left out. The expansion has a 5-man in almost every zone. There are 15 brand new 5-man dungeons in total, and 6 raid dungeons (one is a 10-man, the rest are 25-man instead of 40 like original WoW). All this is due mostly to player feedback. It's amazing to have hit the level cap and feel like there's still so much to do. I've been to every 5-man in the expansion at least once already, and I've enjoyed them all. I haven't tried any raids yet (our guild's first official raid isn't until March, to give everyone time to hit 70).
Basically, from what I've seen of the expansion (which is a lot), Blizzard took everything people didn't like about WoW end-game at level 60 and improved upon it in some way with end-game at 70. With so many small group dungeons to choose from, groups of friends that play together and small guilds now have much more to do after hitting the cap. All the 5-man dungeons are fairly fast-paced, only a few have lots of trash mobs. You can summon people right to the door of a dungeon using Meeting Stones. The end-game seems to have been streamlined to allow people to have less downtime preparing to play so that people can just dive into a dungeon and have fun right away.
Even the most casual players, and the ones with the most busy schedules, are starting to reach 70 now. I feel like the leveling curve was really well paced, fast enough to not feel like much of a grind, and slow enough that it doesn't feel worthless when you hit your next level. It's really an exciting time to be playing WoW right now, and I honestly can't wait to see what Blizzard decides to put in next. If anyone's going to build a better WoW, it's Blizzard.
The wow killer will be the first group to bring a system with the complexity, subsription model and stickiness of WoW to a console (or consoles - imagine cross platform WoW).
This would justify a unique keyboard controller.
Get the gaming equivalent of Wow off the PC and onto the high def TV in the living room and the world economy will collapse due to videogame addiction.
Have you actually ever played Guild Wars? Good, then have you ever thought about the difference in hardware compared to say a WoW or Everquest OR that MMOFPS planetside?
That is right. Guild Wars ain't all that massive.
Guild Wars has a couple of 3D chat rooms were players meet up but were NOTHING happens. From there extremely small groups of players head out into the game world that is unique for each group. This makes it a lot simpler to keep the world going serverside. You only need a machine capable of handling a handfull of players. Not a massive cluster capable of keeping thousands of players in the same space.
Guild Wars is a brilliant design but it ain't a true MMO, it is the reason why they don't need a monthly subscription fee but may it also be the reason why it doesn't equall WoW in its success?
Then there is another problem with Guild Wars. Even in its tiny gamespaces it suffers from some serious warping. Not that much of a problem with auto-targetted magic attacks BUT a real problem for a FPS.
The simple reason that FPS or for that matter direct combat has not made it big into MMO land is because the nature of beast doesn't lend itself to this.
And FPS players are cheap bastards. You expect a company to come up with hardware a great deal more powerfull then needed for WoW but also want it to be free.
You also over estimate the appeal of FPS. The simple fact is that WoW has shown the world that FPS just ain't popular. Just add up all the people that PAY for multiplayer FPS and then look at the 8 million PAYING subscribers for WoW.
I am not even sure that the number of free players of games like counterstrike can reach that number. But who cares anyway. You need paying customers. Not people who want everything for free.
Follow the money.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Pokemon MMORPG.
I'm being serious here. It's one of the most popular game franchises, and well-known to non-gamers as well. The consept and playstyle lend themselves well to MMORPG gameplay. All that's needed is to take the good stuff from popular MMO's, mix them together with the Pokemon brand, and you'll have a game that'll get ten times the amount of players WoW has.
Although i never really followed the story in the WC franchise, I do think blizz has a competent make-beleive world going. As a player/addict, I don't see myself leaving til there's a Elder Scrolls MMO.
Is it perfect? No. Could you make a game that simply improves on its mistakes? Possibly.
But what are its mistakes, and are they really mistakes or are they fundemental parts of the nature of MMO gaming.
It would be easy to think that you simply visit the WoW forums, note down the complaints of gamers and ex-gamers and then fix these in your game.
But wich to follow? Do you cater to the PvP haters or lovers?
WoW currently caters to both PvP and PvE but that also means neither side gets exactly the dedication they want. So they complain. BUT would a game without one be that successfull? Just how big is the subscriber base that is satisfied with the current combo? People who are satisfied tend not to post on forums. They are to busy having a good time in the game.
Same with the crafting/loot system. Again WoW has sought the middle ground, essentially both systems of getting your equipment are competing with each other. This means that pure crafters have a reduced market while at the same time those who are looting get lots of useless materials they need to sell.
And again, would a game that focusses on one exclusively (SWG had a pure crafting system) be that succesfull?
You could create a MMORPG were levelling up isn't everything. Were grinding to X isn't the primary goal. That would make the RPG crowd perhaps happier but might loose you all the grinding monkeys who no longer have an epenis to wave around.
WoW in many areas seeks the middle road. It works. 8+million people think the bits they like are better then the bits they don't like.
If you are going to change anything in that design you need to realize that you are going to please some but most likely upset a hell of a lot of other players.
Go pure PvP and you MIGHT appease those PvPers who left but you are going to loose for sure every single PvE player. PLUS a significant part of the players who like a bit of both.
Just read every comment here that suggests an obvious improvement and then ask youreselve what the total effect would be.
Then again, until WoW entered the market, people said that the MMORPG market had been saturated and that any new game could only poach from other games.
So is WoW the final MMORPG or is it just a more succesfull EQ waiting to be dethroned by the next comany.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Vanguard: Saga of Heroes seems to have an older crowd. It might be because it is a lot more difficult to grasp the concepts of crafting and the like. You might give it a shot.
when it's a MMofps game
4 players huh? need a maximum of five respawn spots.
MMOFPS, one thousand people online, due to the type of game, 50% are sniper dicks
so, 501 respawn spots.. yeah, that scales well...
every day http://en.wikipedia.org/wiki/Special:Random
But how will Nintendo be able to handle all the COPPA paperwork from under-13 children signing up to play Pokémon online?
One word: Tribes.
Blerg.
The Warcraft killer has to be huge (many many many servers) and free (no monthly fees). Why not a P2P application ?
I think part of WoW's success (part, not the biggest reason) is its built in framework for allowing users to customize the UI and create addons. It was a brilliant move to simply base a lot of the UI around previously existing script technology (Lua) and allow users to customize that. They have had to make some changes along the way to lock specific things down, but it is far better than any other MMOGs before, if I were forced to I wouldn't play with the default UI anymore.
That is why Second Life is so important, it will probably never amount to much on its own but the idea of allowing that next level of user created content will be integrated into other games. Second Life will influence games in the future as people borrow those ideas.
I think World of Warcraft has at least another two years of dominance before anyone else even has a remote chance of pulling away some of its player base, but I also think that any game that does will need to have a modifiable UI and robust scripting system in order to do it.
I consider myself a fairly hardcore gamer- at least as close to a hard core gamer as one can be and still retain a full time job. I've always liked the concept of the MMORPG, and I've tried several different games, both large and well known (Ragnarok, WoW, CoH, DoaC) and less well known (A Tale in the Desert, Eternal Lands), and I've never played any game for more than 2 or 3 months.
I have since come to the conclusion that there are a few things that any MMO will have to deal with before I will consider giving it a shot. The first, and most important to me is, Eliminate Metagaming in MMOs. I realize that some amount of metagaming will always be present, but it seems like every MMO that I've played has really been all about the metagaming, with a small amount of lip service paid to the actual game.
The second thing that I want to see is for players to have the ability to have an effect on the game world. Specifically, I would like to see some sort of AI applied to NPCs which would allow dynamically generated generic NPC quests. If you've seen some of the demos for the Radiant AI that Bethesda developed for Oblivion (they eventually dropped most of what the developed in the actual release, because it was too processor intensive and they were having trouble tuning it from what I understand- but there are some interesting demo videos out there, they are included in the bonus DVD with the Oblivion collectors edition for the 360- probably available online as well) then this isn't so far out. If NPC Joe wants me to retrieve the Orb of Flabotanum for him, once I get it to him, then I don't really want 47 other people also retreiving the same thing.
I think that if a game developer could address these two issues, so that characters were actually role played, and that the PCs really could affect the world (even if the effects are largely just token nods to what the players have done) then it would get me, and a lot of other MMO hold outs, on board.
The problem of course is that I'm not sure how many people would want a game like I described. It seems most people like metagamming and grinding the same quest a hundred times, so I don't hold out much hope that a game will ever be made. Oh well, there is always still D&D on IRC- the real MMORPG.
Famous Last Words: "hmm...wikipedia says it's edible"
Have we forgotten about Everquest already? It would seem the same story could have been written 4 years ago...
GTA has a great following and a world allready built up :)
The graphics are a bit dated, but the players are great and the game is still fun after 9 years.
The only reason why I haven't subscribed to WoW is because I don't see it worth the money. So, what we need is more competition on prices, not just better MMORPGs.
Just from observing the trend of MMO's, we can see that everyone is constantly trying to re-invent the wheel when it comes to the enjoyable traits of gameplay. Despite Planetside's dismal failure, other company's are infact trying to re-invent the MMOFPS.
p a meID/197
http://www.webzengames.com/Game/Huxley/default.as
http://mmorpg.com/gamelist.cfm/setView/overview/g
http://www.gametrailers.com/gamepage.php?id=1774
I've been following the details of this game since it was first announced at E3 two years ago. I'm an avid raider in WoW and this is the ONLY mmo that has caught my attention. I'm also a fan of paper based RPG games and for reasons I can not explain this MMO has a Rifts (Palladium) feel to it. If any of you are still on the search for a good MMOFPS, i'd recommend checking this out. It should be out sometime this year and will be running on the Unreal Engine 3.
If i wanted to hear bullshit, i'd go to church.
I've been saying this for about five years now. Pokémon would make a fantastic MMO.
(rot13) rpbzbab@tznvy.pbz
stargate worlds looks like it would be a good MMOG game
http://www.stargateworlds.com/
After seeing what bioware has done with mass effect, and the visual quality attained... , and the fact its in space.. if it was released on the pc as an mmo instead of on the xbox360, I think wow would be a goner. Alas, I think they are going with dragonage as their mmo, another fantasy showing.
The reason I quit WoW was because it was impossible to get things done in less than 3 hours - with a group of 40 doing the same raid over and over for months at a time.
I would rather see the endgame be a shitload of 5 man instances that can be done in an hour or two. Perhaps a couple of larger raids, but not to the point where they exclude casual players entirely.
A majority of the instances in the Burning Crusade are all 5 man dungeons. They can usually be completed in less than 2 hours, sometimes less than an hour. When you're done clearing all of those you can activate heroic mode: Same instances with tougher monsters and better loot.
There are still large and time consuming raid instances, but I haven't set foot in a raid dungeon since the expansion was released and I'm having loads of fun.
To address the main topic, the reason WOW is so popular is because it's extremely user friendly to the new/casual player, at least for the level grind. Very friendly interface and tutorials, extremely in depth quest engine that is easy to understand. You can solo play all of the content up to level 70 if you wish. The attention to the "little things" is notable. The world is really polished. The details are all laid out for people. Lots of mini-games and tons of different things to do.
The fact that I play WOW is not really surprising. I've played a number of MMOG's over the years (UO, EQ, Shadowbane, DAOC). What is surprising are the number of people who play WOW who aren't "hardcore" gamers. Hell, many aren't even gamers. My Wife plays WOW. The last video game she touched was Super Mario Brothers over 10 years ago. My Uncle plays WOW. He's a retired M.D. who only dabbled with RTS's previous to getting WOW.
Blizzard's realization that people who have never played a MMOG before might actually like them is why WOW has become so successful.
Design a game with the playability of wow set in the environment of the Sprawl series of Gibson novels. That would be the ultimate game. Before you reply with 'go play neocroft 2', their payment system sucks and Americans can't seem to be able to play that game.
I hate how it takes so damn long to run around on feet until I can get a mount at level 40. At least when I play GTA I can steal transportation easily. Why can't I put a harness on a raptor to make it my personal taxi? The raptor would probably rather have that than a fatal backstab in passing.
WoW doesn't exist in a vacuum; it certainly isn't Blizzard's only effort to attain PC dominance. And as the competition haven't previously caught on to Blizzard's methods, I don't think it likely they'll catch em this time around. Two things mark every Blizzard release since Starcraft. The first is polish. Polish, polish, polish. There's a reason Starcraft II hasn't been announced 9 years after the fact; Blizzard rushes nothing. Every effort is the focus of incomparable time and effort (and money), and it shows. WoW has fundamental flaws, but it doesn't matter; it has so much more of quality than anything any of the competition has generated, and that's not likely to change. For one thing, not many companies have the sort of capital Blizzard has. And those that do don't operate by the same sort of fundamental cooperate properties that mark Blizzard as such a unique company. If this were EA, we would have had Starcraft II five years ago, and we wouldn't care.
The second property every Blizzard game has that I can't for the life of me figure out why other developer's don't catch on to is playability. And I don't mean easy to get into, I mean my computer can actually play the damned games when they come out, and play them damned well. Art over technical performance is I think a really hard thing for some techy types to get their heads around, and maybe that's why Western gaming often feels so stale, but Blizzard certainly seems to know where to put their money. Perhaps this would seem less a positive without the former polish, but I really wish more PC developers would try not developing for $500 video cards (you hear me Bioware - I want to play Dragon Age, not dream about it!)
Here is where I have to disagree with you. It is their method of patching (mostly taking away bugs that help a class right away, and leaving bugs, some class-breaking, in for a longer period of time) that pisses me off. At any time you can peruse a class forum, any class besides the OP rogues ;), you will find lots of bugs that have been in the game for a heck of a long time.
For instance, in 2.0 they changed the warlock DOTs to actually take into consideration the locks spell damage coefficients properly. Upto that point my dots were not using my 550 +DMG bonus from my gear. Sure, when they made the change the coefficients turned out to be too high and imbalanced so they had to be scaled back, but it took the whole lifetime of WoW to fix a bug, and one patch to tune it way back when Blizz didn't like it.
Again with the warlock class they finally in 2.0 had the warlock pets scaling by increasing their attributes like stam and int and damage output based on the attributes of the warlock which are based on his gear. That way when you are max level, but are getting better gear your pets will scale and become better. Then they had discovered sometime in 2.something that the locks pet called the imp was inheriting more of the locks +DMG bonus than it was supposed to. So, they hotpatched the servers and made it so that *all* lock pets inherited 0% of the locks +DMG bonus until they could fix it properly. Thereby breaking the damage and survivability of pets relied upon for a pet class.
In the years WoW has really pissed off a decent segment of it's userbase, one by one, class by class. GG Blizz.
Oh, and nerf Druids xxthxbye.
www.madeofwinandawesome.com
I'm sure there is a solution to the problem.
the example given as evidence/proof however, is piss-poor.
the whole point is multi player, vs MASSSIVELY multi-player, is that the problems and solutions are different.
Saying you can fix it, this 4 person gamer had no problems dealing with it- does not support the assertion
the assertion may be valid, but the argument is not valid proof.
every day http://en.wikipedia.org/wiki/Special:Random
Personally it seems straight forward after spending sometime looking at the MMORPG seen. The big name is World of Warcraft but are there other MMORPG that are even close or are successful given WoW. The answer is Guild Wars. The funny part is both games are created from employees that work or worked at Blizzard. Compare the difference and create a new game using ideas from both: Leveling vers skills use is the major difference between the two games, but there are some cosmetics differences, races, and other minor differences.
Does that mean you might have to give up the monthly fees for MMORPG? Mostly likely, so I guess you will be missing the mega cash flow of the monthly fees but who wants to do that? On top of that, you will have to take the risk that Blizzard doesn't already know this and hope they do not have something in the works to kill of your product.
Nerds Class - good at critical thinking and solving problems spends less time cashing after money then other classes. They also tend to have more intellectual conversations. Bases ideas and believes on ideas that can be proven or shown to work.
Everyone always cites WoW as being the most successful MMOG out there, but really that's not true at all. Certainly they're successful, but compare against Neopets, for example. As of the 1st of August last year they had 123 million accounts (though this figure is disputed), and the last figures I saw indicated they currently had about 35 million active users. Additionally they were doing it with a lot less staff than Blizzard have to employ, and using a lot less resources too.
WoW and Neopets certainly aren't in the same market, but they are peripherally related so it's worth keeping things in perspective.
Here is the thing. I think that WoW can be looked on, as much as EQ was. Remember Evercrack? I think that games have a "lifespan". Most modern games, that is measured in weeks, or months. MMORGPs extend this, by making things so massive. But, at some point you reach a critical mass, where people just don't care anymore. They have a few high level characters, they can do what they wish... and with how the high level raids are set up, you need to dedicate a good chunk of time to complete them, so that cuts out a chunk there.
I think you need to look at the numbers. Watch for when WoW reaches a flat spot in new subscribers, and then figure a year or so afte that. It will take a great game to beat WoW... but it will also have to be a great game, at the right time. I honestly don't think that you can bring in a WoW killer, without proper timing. It requires a lot of effort to get people to quit playing the game with their 3 or 4, or more topped out characters.
There is a very large time investment in playing WoW, which is why I believe that timing is critical for a new rlease.
Another Blizzard game...duh.