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Reader Comments (4)

Posted: Jun 5th 2008 10:37PM (Unverified) said

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Although I left EQ several years ago and dived into WOW, EQ is always a classic opus to me, and could never been transended by other competitors.

The reason I left norrath is not because losing interest and seeking something new, but the decease of EQ in mainland China.

That is a huge pity to every Chinese EQ player. Our characters were moved to the American servers but the feeling went totally different.

Posted: Jun 5th 2008 11:08PM (Unverified) said

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Sure it was. The biggest thing that keeps people attached to an MMO is a sense of community. Guild, group, or even server-wide, people get to know the members of their community and form bonds. Those bonds keep people in a game much more than the newest, shiniest, raid drop.

That's one area that EQ excelled in particularly.

-K

Posted: Jun 6th 2008 10:11AM (Unverified) said

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You know, I gotta say, I've always thought the problem with "challenge" in MMO's wasn't so much the lack therof, but rather the way that somehwere along the lines the challenge became not actual skill at the game, but rather skill at organizing 25 or 40 or even 80 people to get anything DONE.

I don't want the content to be easy. I don't. I want it to be hard as hell. But is the only way to make said content challenging adding in a crazy-brutal organizational fiasco, paired with a massive timesink? Why can't the game be challenging in terms of strategy, reaction time, and some actual SKILL at playing your class? I think an "end-game" dungeon can be just as challenging for 5 or 10 folks (in fact, moreso) if tuned for that size of a group, and made challenging from a skill standpoint. Sure, coordinating 40 people to kill a monster is a challenge -- but that's not a challenge of game skill, that's the same challenge a teacher faces trying to get a class full of unruly students to do their homework.

Posted: Jun 6th 2008 11:11AM JeremyT said

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I find Furor's quote there fairly amusing, as he was basically complaining about raid caps and the lengthy keying processes in PoP. EQ certainly did screw this up by requiring traditional zerg-raids to unlock the small raid content, but the smaller raids were the way of the future, and it was this that Furor really feared. EQ was actually on the verge of getting this right, yet here's Furor clamoring for more of the same, since his guild was configured for the zerg raids that were a massive barrier to entry for the competition.

What's really funny to me is that EQ's hard-learned lessons with raid caps had to be re-learned in WoW, which originally started off with 40-man raids and is only now going to fully support 10-man raids. So much legacy baggage from EQ seeped into WoW, and I can only guess that this is due to people like Tigole and other hardcore EQ raiders having a disproportionate amount of sway in the WoW development process.

I feel like WoW is turning a corner with Wrath, though, and the old guard is finally either losing ground or coming around to a more player-friendly view on their own. WoW is such a success in its own right that they have no reason to be looking backwards - unlike with Molten Core, where they apparently just asked "how did they handle this in EQ," they're beginning to realize that they have the freedom to finally make things right without leaning so heavily on the past.

It may have taken a while, but I think Blizzard has finally managed to learn an important lesson on their own - that in order to make a truly great game that appeals to the largest number of players, you really have to ignore the vocal hardcore minority. People who complain about 10-mans being easy mode, or welfare epics, or whatever... they just don't matter, and if you listen to them you make the game less fun for a majority of players. Hopefully future games won't have to suffer through the same process.

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