I know the MMO genre as a whole has socially been on decline in the eyes of many that browse dedicated forums like this.
We have trashed Post WoW MMO development for close to 2 decades now.
But over the years, one thing i rarely see spoken, is the RIGHT THINGS that post WoW MMOs did over the years.
I have a few to list, but I like reading yall replies to topics like this. This gives us a chance to discuss the good about Post WoW MMOS instead of the usual bad things.
Philosophy of MMO Game Design
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The right thing some did was try new approaches to the genre. Many hope for a change that will revitalize MMORPGs, and that will only come through experimentation.
The biggest problem is bias towards old notions.
Once upon a time....
Still, interesting for game play.
Once upon a time....
Once upon a time....
Add the hang gliders in a few games too.
Once upon a time....
And yet people continue to pine for something that will change everything. Clearly there hasn't yet been enough experimentation as it remains unfound.
The biggest problem is bias against notions contrary to our own.
-Focusing less on raiding and more on the rest of the game that the majority will interact with
Hopefully not. I can live without an endless stream of miniature movies along with my MMORPG game play. Such is better suited to solo games.
I'd agree with being able to get gear outside of raids and rated PVP except that is more an issue of playing the wrong MMORPGs since such could be obtained in EVE, DAOC, Lineage 1and 2 which were all pre-WOW.
I'd say ESO's One Tameril was a good attempt at making the entire game world accessible and useful to players of all levels though like all positives there are some drawbacks to their approach as well.
Shadowbane had a class with free flight, gender locked harpy or something which I never tried as I recall but I wasn't able to get in touch with my inner feminine side to play a female character until many years post WOW launch.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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An optimal build for an encounter will always exist due to nature of math, sadly instead of being ignored so players can focus on their personal fun and builds, it is worshipped as "only viable build, everything else bad", and not only that, they will discriminate against anyone not worshiping the meta too.
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Example of such tool: automatic queue system that connects multiple servers/realms (technically it does exist in WoW but it wasn't present in original version for a long time) where you queue for specific dungeon/raid (or for a "roulette" which automatically assigns you to whatever dungeon/raid that some other people already queued for) then just do whatever you want to while you're in queue, then when your queue is up - you're automatically teleported inside the dungeon/raid/trial/whatever. It saves significant amount of time because I don't have to travel to the entrance of each instanced location each time I want to enter it and it makes me less annoying to other people because I don't have to literally spam local/global chat channels with "Looking for class X, must be ilvl999, must have attunement/keys to part Y of dungeon Z, must know strategy W", the kind of spam that (when being spammed in general chat channels) interferes with people's casual conversations and "pushes" them out of the chatbox.
The time I save when using such tool I can use on other things that actually bring me pleasure in MMOs, like socializing with other players (real socialization, where you don't use someone as a disposable tool for grinding dungeon loot with because bad game design forces you to do this to get specific piece of loot, but where you socialize for the sake of socializing, like what people do at Goldshire Inn on Moonguard in WoW, or at Quicksand tavern on Balmung in FF14). Or on things like hunting other players in open world (if the game has open world PvP)
Yep thats about all I can come up with too......The problem is that the genre shifted after WoW released......It went from giving us a world and letting us provide the entertainment to a world that had to entertain us......All of a sudden we had to have cutscenes and voice acting....It was kind of like the music industry when MTV came out....It went from being about the music to being about the video and the music suffered greatly.
What about Server performance for large scale multiplayer battles?
How about action combat?
Philosophy of MMO Game Design
Logic, my dear, merely enables one to be wrong with great authority.
Logic, my dear, merely enables one to be wrong with great authority.
It is not an absolute negative. Some favour it and others not, making it a matter of preference save for those unable to play fast paced games due to an extenuating circumstance. A fast rate of play belongs in any genre it is enjoyed in.
-Separation of character ability from gear appearance by default.
-Player customization of instanced content difficulty.
-Radio and newspaper missions to provide content on demand, often used by pickup groups to facilitate play outside game story missions.
-Player created content, meant to allow players to tell their own stories as was done by some RP groups (and a whole bunch of missions meant solely for the creation of ideal grind conditions as was done by others.)
-With going Rouge, the ability to switch from hero to villain or stay somewhere on the spectrum between those extremes.
-Player created and extremely customizable superhero bases. The system was tricky to use well but those that mastered it could make spectacular creations.
-Power customization, often in terms of colour change but sometimes through other means. Earth Control could look like stone, lava formations, or crystalline constructs for example, while also allowing colour choices. Many powers also allowed to effects to be turned off for those that wanted a more natural look for their characters.
I'll probably think of more things later. CoH stood out in a lot of ways.
Also gender locked the fury, who could levitate. Templars could fly at higher levels, as could Warlocks, and I believe Channelers. Natural races like the Nephilim and Aracoix could also fly. With the exception of the Warlock it was all pretty primitive compared to Wow's open world flight.
Maybe you're referring to MMOARPGs that are very similar in control and visual perspective to Diablo games, or perhaps I'm simply not understanding your point of just have a different view on the matter.