Funnily enough every new MMO I've played in the last 10 years that came out post-Wrath has had the issue of the community demanding WoW-Like conveniences or risk having the Community split and scatter.
Funnily enough every new MMO I've played in the last 10 years that came out post-Wrath has had the issue of the community demanding WoW-Like conveniences or risk having the Community split and scatter.
There's nothing that doesn't belong in an MMO. If it can be well integrated into the game and the players enjoy it, then it's fine.
There's no such List of Approved Activities For MMORPG Development. No High Council of the MMORPG that will fine blizzard for adding "unapproved content" to their game.
"tHiS dOeSn'T bElOnG iN aN mMo" is nothing more than a useless whine that essentially means "I don't like it."
Take Torghast for example. Some people are whining that it's "soloable content." Those people? Fuck 'em. Torghast looks like fun. Let them whine.
Putin khuliyo
No Everquest didn't start it. MMO could be said to start with MUDs and Rogue that existed on mainframes. Then throw in Air Warrior the first MMO with graphics. Next up comes Neverwinter Nights and Gemstone. Then comes Meridian 59 and Ultima Online (two years before Everquest).
Everquest did not start the genre it was just the most popular MMO with 3D graphics.
The playerbase at it's peak was around 10k concurrent players in 2003 and 65k concurrent players (online simultaneously) in 2007? and there were around 2M accounts created (not active) at that point, after that the game started declining rapidly, although apparently there are 40k online at peak time nowdays for some reason. However, back then the servers allowed less than 1k, I believe 850, players online at once and a server might have had 5-10k active players at the very most, of which only a few 100 had reached said "level" of progression. Additionally, you all converged in cities where you had your depot (bank), auction house (market) and personal housing, on top of the server community being organized in PvP oriented guilds battling for control over the server and hunting grounds as none of these were instanced. Essentially, it was very hard to be anonymous, and it was even harder to behave badly and still be anonymouse as word would spread like wildfire over the server forum and through guild communities if you did.
Basically, to those who immersed themselves in the game, it was a far more living world than I consider WoW to be nowdays. I socialize with my guild more or less every day, but everyone else is just "a stranger" that I'm unlikely to ever meet again.
Things like all names were unique, you could not share names with another player on another server, which meant that very quickly you did come to learn peoples' names, especially early on in the lifespan of the game, when going above 45-50 was considered relatively high level (back then, the highest levels on the server could have been like 100-110, highest level globally was 200), it required a lot of time and effort to reach.
There were also guilds, which held considerable power on servers, due to their ability to enforce their own rule and with custom guild titles and ranks helped distinguished you from others, all in all the game was much more personalized compared to WoW.
Last edited by WaltherLeopold; 2020-05-05 at 03:26 PM.
I saw a reddit thread in r/competitivewow where a player was saying he has been sat for 3 of the last bosses in a row and hasnt been in progression for 3 months (they are currently on nzoth). He was forced to attend every night and watch the guild stream even though he was on the bench. People that said "find another guild" were downvoted. It was hilarious seeing how people just think sitting on the bench for 3 months and not playing the game is fine because "sacrifice for the group". Sorry, but why should a player dedicate 6 hours a week to sitting on the bench watching a stream? He should be getting paid for part time job.
It's hilarious how conditioned people are to just accept how things are.
Last edited by GreenJesus; 2020-05-05 at 03:36 PM.
I think a lot of people would point to the early 2000s when internet culture was just breaking out from web-based hang-outs and web-based chat-rooms to late 2000s when the MMO genre has decidedly been usurped by other categories since then with the rise of huge titles like Mincecraft in 2009 and more recently Fortnite. Different people will point to different MMOs as staples of quality or iconography for the genre - some people point to City of Heroes, others Ragnarok Online or otherwise. Genres are a construct, and saying something appeals to or doesn't appeal to a genre's conventions is something more in line of popular opinion. But it's not like MMOs can't become popular and mainstay staples of the genre after the genre itself was popular - Tera for example was and is a great example and considered by some a good example of what a game can strive for in certain respects, most notably the introduction and trend-setting of action combat for MMOs as a whole, echoed later by titles like Wildstar, Black Desert Online, and many, many more since then.
MUDs still do some things better than modern MMORPGs
Example: they will have invasions of cities by mobs, and their leader will be a game GM role playing. I wish wow had the equivalent
What belongs in an MMO(RPG) or not is very blurred, but i do think the criticism in regards to MTX stems from the fact that WoW operates under a subscription model, not an F2P game.
Then again, i also feel like Microtransations are a poor example in this case, because they are closely linked to monetization and thus you obviously have collision between game design and the financial interest of the company.
In other words, discussion regarding Mictotransations is something that needs to take the business model into account, something that's not necessarily related to design of the game itself, whereas said phrase is also sometimes used to explicitly refer to something that entirely related to game design.
Personally, MTX are fine in an F2P game, because the devs need to make a living somehow but it's a very different story for a game with a monthly subscription.
That is not what they say. You are making a massive strawman. Every MMO has always had its own faults. There are also different types of MMOs that have their own subtype of the genre with different aspects.
That said, you can always learn from the past and the sad state of a lot of MMOs today is not beyond criticism.
If WoW wasn't the best MMO of all time, I doubt people would still be playing it after 15 years+
When Blizzard makes minor changes to mechanics, the community starts crying - That must proof of something.
Sure, other MMOs had fun mechanics, but I wonder why they don't survive for long.