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Reader Comments (10)

Posted: Jul 21st 2011 3:27PM Ardra Diva said

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Amen... amen.

The best thing about SWG was you could train in any skill you wanted, and there were no hard classes. You could be a funky hybrid of skills and choose not to ever Master in anything, although ultimately you should if you want to excel or be effective at high levels.

But hey? Why are we always slaves bound to a class. Why not just create a whole bunch of skills and let us train our characters to do the things we want?

The genius of Galaxes pre-NGE still confounds me... how one game could get some fundamental things so "right", and no other game ever seems to be able to.

Posted: Jul 21st 2011 3:45PM Borick said

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@Ardra Diva

From the perspective of investors, SWG didn't get it 'right'. World of Warcraft did. Since then, everyone's made the mistake of trying to copy WoW.

It's ironic that WoW exploded into the mainstream in spite of its niche-market focus on raiding and PVP, while the true sandbox never broke into the multi-million sub mark.

I think it has a lot to do with the control system. WoW has a holy trinity of animations, control and haptic feedback that other games just can't seem to get 'right'. This isn't about content or story in my opinion, but mostly about having an easy-to-learn, difficult-to-master control system.

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Posted: Jul 21st 2011 11:15PM Anatidae said

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@Borick If you are implying that WoW is difficult to master - I would beg to differ. I agree that it is easy to pick up and it remains easy to play.

Even the hardest raids are just about failing over and over to learn where you are supposed to stand and when to use such and such ability. It really isn't difficult. It is like solving a maze, it just takes a bit of patience to learn the sequence of events.

The only "difficult" thing in WoW is the Random Number Generator. A lucky streak or an unlucky streak is often the only difference I see in average play.
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Posted: Jul 22nd 2011 2:19AM RedWolf said

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@Ardra Diva

The skills system of pre-CU SWG was based directly on the skill system of Ultima Online. UO pioneered the MMORPG genre with extremely flexible skills, while EverQuest introduced rigid classes.

The bastardization of the class system that you see in more modern MMOs like Rift is an attempt to combine the strengths of both approaches.
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Posted: Jul 22nd 2011 11:57AM Ardra Diva said

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@Borick

The proof of your theorem is in asking your average WoW player, "would you like to just train in any skill you want, refundable at any time, or would you prefer your avatar to be in a set class with set abilities that cannot be unlearned?"

I think given the choice they would NOT say Blizzard got that part right.

Mentioning investors is irrelevant to the conversation, just an attempt to look smart.
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Posted: Jul 22nd 2011 11:58AM Ardra Diva said

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@RedWolf

would love to see it again in a top shelf title.
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Posted: Jul 21st 2011 4:38PM Zuljundwumn said

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Defiance + parry (with elusive monk) or energy shield (with laser knight) + healing bots + IDF + eye of the storm + bionic shield = Can't die. Ever.

Posted: Jul 21st 2011 4:38PM Zuljundwumn said

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@Zuljundwumn
You can also change the result to " = Boredom"
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Posted: Jul 21st 2011 5:10PM Faction 3 said

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I dont mean to Hijack or Derail, but what the hell happened to the DCUO Column?

Posted: Jul 21st 2011 8:40PM Graill440 said

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Rift=healfest and the biggest example of what not to teach folks new to MMO's. Just an example, dont get in a hissy fit.

Healing is a crutch invented by some sick minded developer and his following of lemming gamers. I think this happened shortly after EQ, Asherons call or so, the era of healing just beginning.

Now healing is such a crutch it the primary focus in any game, entire encounters built around it, entire games built around it.

Gamers today have one choice to survive in todays cookie cutter MMO's, thats to have healing available, moreso in PVP. There is no individuality left in MMO's today, no choice, no being competative unless you have healing, the devs call the shots, they tell the masses what and how they will play, and gamers let them. It is really sad to see a couple of generations raised on the garbage that are todays MMO's, healing being a primary contributor to this.

I am not against using the occasional potion but perma heals, stacking heals, perma stacking heals, group perma stacking heals, single target group perma stacking heals, it simply gets stupid. The biggest violater out there currently is the new kid on the block.

Its sad the simple concept of a player being able to have a choice and compete is gone.(Bleh)

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