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Posted: Jan 2nd 2009 4:02PM (Unverified) said

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"If you've wondered why most of those interfaces resemble World of Warcraft to some degree, it's less a matter of ripping off Blizzard's UI, and more about the recognition of the utility of the interface."

Oh how short people's memories are. There were plenty of MMOs with a similar interface long before WoW came out. In turn, it appears to have inherited things such as emotes and similar commands from MUDs, frankly.

Beyond that little rant, I absolutely agree with the article. Virtual Worlds try far too hard to be easy, and in doing so make everything but the most simple operations overcomplicated. LSL (Second Life's scripting language) is currently making me want to hunt down Lindens with a blunt spoon, because everything it does well, has been done, and everything interesting is unspeakably overcomplicated in it.
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Posted: Jan 2nd 2009 6:31PM (Unverified) said

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I totally agree with both your statements... I was going to cry "RetCon WoW yet again?!". Often I find it irritating... it's kind of like saying a horse drawn wagon could never have existed without the the wagon.

I have made this very same observation and have begun exploring the idea of "necessary complexity" and "entertaining high complexity" in UI and game development, especially in relationship to character progression and the concept of classes. i am coming to the comclusion "classes" are to simplistic in copmparison tothe actual desire of many MMORPG players.
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Posted: Jan 3rd 2009 12:35AM (Unverified) said

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Oh, almost every element of the WoW interface had its antecedents. There's nothing new under the sun there as far as individual elements is concerned. What it does do, in aggregate, is strike almost exactly the right balance between user, hardware interfaces, tasks and game-systems.

A successful formula, rather than just an arbitrary combination of successful ingredients.
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