Wow nailed immersion and combat was incredibly smooth.While I totally agree with your analysis and I know you was being facetious about the quests in Vanilla WoW, I have to say that I think the reason WoW was so attractive "at the time" was because of how quickly you could advance your character with any effort given to it.
Now understand that the important part of that statement is the "at the time" part. That does not hold true today, nor did it hold true for the numerous WoW clones that came after it.
What the industry didn't understand (and likely still does not understand) is that part of the reason the WoW formula was so appealing to the MMORPG genre was because of the 4+ years most of us spent prior to it playing EverQuest. Leveling was a chore in EverQuest, but you was rewarded for that partaking in that chore. Camping insanely long camps for stupidly annoying quests was highly rewarding because of the insanely rare rewards/drops you would get. That's why we did it.
When WoW came along, people (myself included) went in to it thinking the reward design of the game would be similar to what we were familiar with... EverQuest. So, leveling relatively fast and easily seemed like a God send because hey there's going to be really rewarding content in the end game... right. Right? There wasn't.
What we found was that the gear in the game was throw-away quality because instead of having that one awesome weapon to strive for, you had hundreds of generally equal weapons that you could get with out even trying. Every other animal you killed pooped out a weapon. It was insanely unrewarding.
TLDR; ... We mistakenly thought that the new MMORPG forumula put forth by vanilla WoW was going to be amazing, and in the end, we realized it was a shallow pile of shit.
But... The industry saw Blizzard make an absolute shit ton of money, and so everybody (even to this fucking day) copied their formula. In reality, the MMORPG industry would have been way better off if WoW had never been made. There would be less people aware of and/or playing the genre, but it would have at least kept to what made the genre fun in the first place; a living breathing virtual world rather than a theme park with a prize booth.
While I totally agree with your analysis and I know you was being facetious about the quests in Vanilla WoW, I have to say that I think the reason WoW was so attractive "at the time" was because of how quickly you could advance your character with any effort given to it.
Now understand that the important part of that statement is the "at the time" part. That does not hold true today, nor did it hold true for the numerous WoW clones that came after it.
What the industry didn't understand (and likely still does not understand) is that part of the reason the WoW formula was so appealing to the MMORPG genre was because of the 4+ years most of us spent prior to it playing EverQuest. Leveling was a chore in EverQuest, but you was rewarded for that partaking in that chore. Camping insanely long camps for stupidly annoying quests was highly rewarding because of the insanely rare rewards/drops you would get. That's why we did it.
When WoW came along, people (myself included) went in to it thinking the reward design of the game would be similar to what we were familiar with... EverQuest. So, leveling relatively fast and easily seemed like a God send because hey there's going to be really rewarding content in the end game... right. Right? There wasn't.
What we found was that the gear in the game was throw-away quality because instead of having that one awesome weapon to strive for, you had hundreds of generally equal weapons that you could get with out even trying. Every other animal you killed pooped out a weapon. It was insanely unrewarding.
TLDR; ... We mistakenly thought that the new MMORPG forumula put forth by vanilla WoW was going to be amazing, and in the end, we realized it was a shallow pile of shit.
But... The industry saw Blizzard make an absolute shit ton of money, and so everybody (even to this fucking day) copied their formula. In reality, the MMORPG industry would have been way better off if WoW had never been made. There would be less people aware of and/or playing the genre, but it would have at least kept to what made the genre fun in the first place; a living breathing virtual world rather than a theme park with a prize booth.
I also know that every great developer believes that he has one last good game in him.
Remind me, who here played the everliving shit out of wow, and quit in frustration because the game limited how much legendary loot they could relentlessly farm up??
The trolling is getting a bit obvious now, dial it back, I was enjoying your posts.Furor will never do any wrong in my book unless he refuses to send me a raid invite. Then it is on like Donkey Kong. Now with Alex taking some time off. is your guild, FOH, taking applications for Guild Leader? if so i woul like to apply. Apparently you dont have to be an developer in WOW to be a Creative director. First it was Alex and now its Holly. WTF?
Early bird adopters, etc. Trying to be the "first" so that they can cash in on shit. Really noticeable with streamers where you can watch their sub count go from 1000 subscribers up to like 250k just because they were the "source" of all relevant "tips and tricks" for a brand new game. Saw it happen to a couple channels when New World came out and I was really happy to see some new faces make it.How the hell does someone run a forum called Pantheon Crafters when the game isn't even out and doesn't have a crafting system. It's like they are role playing an MMO company, down to hiring made up developers from made up community forums.
How the hell does someone run a forum called Pantheon Crafters when the game isn't even out and doesn't have a crafting system. It's like they are role playing an MMO company, down to hiring made up developers from made up community forums.
We should join it and start discussing crafting like it's real and has rules.