When I think of RPG I think mostly I'm interested in focus on the story, my main character's involvement in that story, resolving a situation through means specific to my character and a lot of dialogue/ interaction with npcs and party members (also specific to my character). So from this pov, WoW does not really satisfy my RPG need. But I knew that from the get go, it was never going to let my char influence the story in any meaningful way. And options regards to gearing and stuff like that are largely irrelevant, not exactly the main focus of an RPG.
after wod wow pretty much stopped being rpg and got turned into action game with fast pace combat.Just log into classic and see the difference.
I dunno man. I usually roll for initiative whenever we pull, but the mobs keep ignoring it, and my party members just yell expletives about me "wasting time" and "omg we're on an M+ timer wtf". It's all very confusing.
Looking marvelous in velvet.
WoW stripped away almost all of the RPG elements it once had to cater to a general audience that was never particularly interested in playing the game anyway. Things that were annoying, that felt unnecessary, were also immersive and important.
Weapon skills being maxed out was important for a melee class even if it was annoying, but the process of maxing them out was still something that felt good to do. The old talent system, while equally susceptible to cookie cutter builds, also allowed a large amount of freedom to make your own builds. Wanna be a Blood DK with a pet? You can! Queuing for Dungeons and Raids was a disastrous decision, it killed server communities.
I do not understand how people think wow was ever a heavy RPG game. It never had much in regards to RPG other than character development.
Be it yours or NPCs. NPC development came in WOTLK. Before that it was your journey. Choice was never an option. It clashes to hard with the MMO aspect of the game.
I love RPGs. I love them with choices. PoE, Mass Effect (ironic i know but still you had many choices to make), Baldurs Gate, Dragon Age. But there are games without choices which are also praised. Think of the heavily streamlined Final Fantasy Games.
But none of them are MMOs. MMOs with choices that interlock with the MMO aspect are nothing but detrimental to the core game which is Teamwork.
Keep the choices to not affect the gameplay/power. Side with different factions. Fine. Different stories on different playthroughs. Great. Do that.
I am looking forward what they have to say about it this evening. Because what we have right now will lock you basically in one spec with one field to play. If you want to reach anything. Or not look like an idiot if someone plays with you with the same spec but "the right" covenant for that activity. Everything is just way to powerful. Corruptions all over again.
Quote of justice
I agree with speaker below that “story role and character path choices” are also not the least in mentioning genre, but in MMORPG discussions these less relevant.
Also
Yes mostly, except "Queuing" didn't, CR(Z) interaction did (although, if this wording emphasized, for example, criticism of current "progress vs content" organization, I could partially agree, see link further). Saying this, I must also clarify that shards/phasing/auto-teleport(now also WM) did (killed wholeness) world. A properly organized "Queuing" won't ruin anything.
ps. Here some words about weapon skills disappearing.
Last edited by Alkizon; 2020-07-08 at 12:37 PM.
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Wrong in every way. First, you are re-stating the same myth about the old talent trees. There was no freedom. Just the illuysion of it. If you want ed to play end game, you had to use the cookie cutter build or be laughed at and told "Git gud newb". Weapons kills was the stupidest most idiotic waste of time ever in the game. Also, queueing did not ruin server communities. Players did.
You choose the wrong genre of MMORPG.
WoW it's a Theme Park MMO... You are only allow to move in a pre-determinate path and go to the different "attractions" at each stop. Nothing more than this.
Only Sandbox MMOPRG allow players freely to choose wich path follow, and fit more well the definition of RPG genre...
So, Wow its by definition a genre of MMO far away from RPG idea where a choise metter. If you wanna more "RPG flavor" move to a Sandbox MMO.
Argus in 2018 My prediction failed in part... But I'm still a Spacegoat
The mistake is making every choice about utility so sooner or later there's an "optimal" choice decreed by the community.
Why garrisons couldn't be "player housing" and had to be "do x and z to print gold otherwise you're an idiot"?
Why covenants can't be just about story, lore and transmog set / mount but have to gate a part of your class toolkit?
Why races need to have combat enhancing racials and not just be a choice of appearance and maybe some flavour perks (+5 to cooking is not really that impactful, contrary to abilities that allow you to ignore game mechanics or increase your dps).
You can't make an MMO with branching story and world changing choices, because you'd fragment the playerbase. It's already bad enough we have servers and factions dividing players.
You can't scrap the power progression because it's one of the pillars of the game.
But you could make that not everything exists to feed the power progression and there are things you can do for fun without losing out on character power.
Blizzard use buzzwords, when it suits them. Such as "immersion", "homogenization", "class fantasy", etc. Their new buzzword is "meaningful choice". Yeah... And after all that BFA crap will we have moral choice in SL? Nope, game is still railed as hell, so we still can't choose, whether we want to be good guys or bad. And are covenants really about choice? Aren't they about "you will need to regrind them in every patch, as we'll constantly swing balance between them"? Aren't they about "you actually need them all"?
I don't care about Wow 11.0, if it's not solo-MMO. No half-measures - just perfect xpack.
Its a thing of the past sadly, modern gamers want action not boring grind of stats and min maxing. Its a reason why fallout 4/Skyrim are so dumbed down but still outsold games like morrowind 100x times besides the consensus that «Morrowind is so much better than skyrim»
Morrowind has 300 peak players, skyrim has 20,000. Retail is also more populated than classic
It’s fine imo, expertise and hitrating are such boring stats simply there to be annoying. Its almost as if classic tries to punish you as much as possible. I play games to have fun, not to have a second job. However, things such as elemental resistances could have stayed, as they aren’t neccesary but helps out a great deal.
An'u belore delen'na
I always felt WoW was an action-adventure and not a RPG. There are very little choices in the game beyond choosing a spec and the talents. The talents themselves are limited. Even the old talent choice did not have any real choices. It gave the illusion of the choices since most of the skills would be picked anyway.
That is not entirely bad thing. Action-adventure game are fun to play, which is really what matters at the end. Is the game fun to play?
Is it possible to add role playing elements into the game? Possibly. Light ones at least. They could make certain quests chains to have choices where it branches out to different paths and people can choose which paths to take. Of course it cannot involve the killing of plot characters since it would be strange to see or not see that character. Phasing has its problem with groups.
Is it worth doing? Depends. Many players decisions are driven by loot. So if there is a choice to be made, it will be made based on which is the best reward to improve their character.