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What does /v/ have against WoW?

Name: Anonymous 2006-11-18 19:38

(Warning tl;dr)

The topic titles gets asked more then it should in /v/, and people miss previous threads as to why mmorpgs in their current state are garbage.

I know this thread won't be able to cover everything, but it should shed some reality on the situation.

(Incomming copy pasta)


World of Warcraft Is not the best mmo.

If you think people bash WoW because they can't afford it or the whole "mainstream" or "overrated" or "social" you're an idiot.

Supporting WoW supports the stagnation of the MMORPG genre. Supporting FFXI, L2, and any other Everquest-clone supports the stagnation of the MMORPG genre.

WoW introduced a whole new populace into the virtual world community. But Blizzard did it with what can be considered a 10+ year old game.

So entire new generations of mmorpg players have to "Burn out" from the same old game we've had for years and years prior to WoWs release. Since WoW is just another carbon copy of Everquest with Quest-grinding.

Every mmorpg which isn't UO or EVE has just been lost potential. Because all these other mmorpgs are just "Space Invaders" clones with "lewt".

Because the entire point of these Everquest failure mmorpgs is to be a character simulator, while you watch as the game plays itself for you in autocombat by grinding exp off random mobs.

And the people making these MMOs know that alot of people who would play such a game don't know any better. Because the devs for these Everquest-type mmos (like WoW, FFXI, L2, etc) can take potentially "fun" content which was available in previous mmos. And instead of developing some fun way to access them, or instead of providing them or creating some interesting way to access them. They make you grind for such things. And they use grinding exp as a lazy substitute for lack of content. Because grinding equals guaranteed playtime.

Enjoy your stagnation.


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Pretty much every mmo currently available could be replicated and provide the same "gameplay" experience (if you think it deserves being called a gameplay experience lol) in a game designed like guildwars.

MMOs contain "massive" worlds, and that's what makes them supposedly different from guildwars.

But do they ever do anything that can only be done in a massive world?

Not really. I have yet to see an MMORPG do something that can only be done in a massive world.

Games like FFXI or WoW are stagnant, never changing. Three years from now, some level 4 newb will be doing the same quest you did on your level 6 newb in WoW. Because you can't physically alter the world or change things.

Such games could be replicated with instanced worlds like guildwars.

So basically if you play an mmo you're paying monthly for guildwars with a feature that goes to waste. That feature being the first "M" in MMORPGs. Since they haven't really changed for 10 years. lol Everquest.

Name: Anonymous 2006-11-19 13:25

What does this mean? Well, to our average "serious" player this equates to anywhere between 12 hours (for the casual and usually "useless" player) to honestly 10 hours a day, seven days a week for those "hardcore" gamers. During my stint, I was playing about 30 hours a week (and still finding it hard to keep up with my farming) and logging on during my work day in order to keep up with all the guild happenings and to do my scheduling and tracking for the raids. A lot of time went into the development of new policies which took our friendly and family-oriented guild further and further away from its roots but closer to the end goal. Honestly, what that end goal is I'm not totally sure - there is truly no end to the game and every time you feel like you're satisfied with your progress, another aspect of the game is revealed and, well, you just aren't as cool as you can be again.

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