The Quest To Build a Better Warcraft 196
Red Herring tackles the rush into virtual space, talking about the MMOG goldrush and the business consequences World of Warcraft has had on the games industry as a whole. Though sometimes it doesn't seem to fully understand the difference between a single player game and a Massive one, the article still touches on a number of important points. Lots of folks are looking to cash in on WoW's success, and they're importing or licensing every Massive game they can find to get on the bandwagon. "The problem is that no one knows what the next WoW killer will look like. Creating a hit video game, which combines strong characters, a compelling story, and top-notch production values, is part art and part inexact science. Making a hit game can be much more difficult than producing an Oscar-winning movie. After all, the hit video game must be compelling enough to keep players coming back for more." Even if a lot of their conclusions are odd, and they call Puzzle Pirates silly, it's worth a look. What do you think it's going to take to crack Blizzard's deathlock on the Massive genre?
Game engine (Score:4, Interesting)
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Oh please. Maybe on stability, but not on features.
i.e.
The game only supports blob shadows.
Re:Game engine (Score:5, Interesting)
Seriously, it's a total non-issue to me, and I think that's why they're succeeding. What sold WoW three accounts in my household was that their client was playable on an old G4 iBook.
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Visually what has been compelling to me about WoW was not the special effects, but rather the artistry. They have beautiful, vibrant, imaginative, and colorful landscapes, buildings, characters, monst
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The Game Engine has NOTHING at all to do with the servers. The Game Engine encompasses the local software. The Server Software is just that, the Server Software.
The reason your "severe problem" has not been mentioned is that it is NOT an Engine bug. That's why it hasn't been mentioned.
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Make Smarter People Sign Up (Score:4, Insightful)
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And I'm not sold on the older crowd thing. The game is more designed for the more hardcore "I want things to be difficult, with a lot of raid content and lots of more difficult tradeskills" crowd.
Blizzard did a brilliant job of making WoW very casual gamer friendly, while still being able to keep a lot of those that desire a faster gameplay style happy. That's why so many pe
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I was there day 1. When wee petitioned to have it be an "RP" server.
FoH is who you are referring to in locking others out of the planes. Farming bastards.
Instances are a must - thats why I switche to WoW instead of EQ (well, after Mythic ruined Realm v. Realm on Camelot with the horrible Atlantic expansion grind).
I used to be Chumba of Clan MacLear in both places.
As fas as Van goes, no surprises there in terms of grinds and so on - its the same crew that did EQ1 and their horrible grindfests and go
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I was in a few guilds as we kept morphing form one to another as our alliance (A New Dawn alliance) grew. I started out in The Silent Majority, then was in Friends of Light, and finally was in The Commune. I believe many of the TC members ended up on Argent Dawn allied with the Clan MacLear folks, if memory serves me right.
Second Life (Score:3, Interesting)
I don't play games at all, but I had a look at Second Life recently and I think that it (and the systems which will come after it) will appeal to a much broader market than games like Warcraft.
Re:Second Life (Score:5, Funny)
Re:Second Life (Score:5, Insightful)
Second life is essentially a chatclient to spend real money on virtual goods (or for the few who actually build stuff make real money on virtual goods).
The problem with second life is that for many people there is no reason to "play" it. There is no real objective to the game, eg. you don't get to slay dragons and rescue the princess, you don't get the rarest of rarest of items that increases your stats so you can brag in your guild about your latest armor or sword, you don't have that rare drop to fit on your brand new spaceship you use to pirate.
Many people play MMOs in a really competetive fashion, or for the challenge, or because they're addictive. I don't really see any of these qualities in second life. It's basicly a market of virtual goods, and they're making a lot of noise because they're selling baked air, everyone knows it, and appareantly everyone
The broader market? I dunno, I've met a lot of different people in WoW. Ranging from the immature adolescent ("lolol i'm so l33t") to the student with time to waste ("I raid every evening, have calculated the best uber stats for my character, troll forums, and somehow have to get a passing grade this year") to the adult with spare time ("My kids play this game, and this is a great way of keeping an eye on their online activities, and it's fun too" "I'm single and bored on weekday evenings" "My wife has another headache"). I think that WoW and Second Life have all of these groups as well, but that the WoW player is in it for the gameplay and the Second Life player is in it for the chat.
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I think that's one of the real problems with Second Life. Overall it's basically just a large, detailed c
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The problem with second life is that for many people there is no reason to "play" it.
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Are we really talking about MMO ? (Score:3, Insightful)
Compelling story ? Strong characters ? We re not talking about MMO games here...MMO aims to the "lowest common denominator" between players to attract as much people as they can. WOW did it so well that they managed to attract people who hardly ever played video games before...and that's also why hardcore gamers tend not to play WOW.
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Darn, were you being distracted by all that fun you were having? The reason many MMOs struggle is because of the idea, echoed in your post, that it is a good thing for levelling to be "a bitch". It is not. A game should fun to play, not something which you can work at for hours and end up no closer to any sense of accomplishment (or even further from one, in the case of harsh death penalties and the like). Building a game which is accessible and fun is not
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And that brings me to another thing - levels. Levels in EQ(2), WoW, etc, have completely perverted what should be fun. Leveling is about the only important thing. A level 20 char will neer be killed by a level
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I think part of the problem though is that if you don't get way powerful then there is a risk of not feeling accomplishment.
For example look at Civilization vs Colonization. Without the large and quickly expanding tech tree the game can feel much slower.
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I completely agree with this. One of the things that makes WoW so addictive is the ease at which the
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Regarding the original topic: I think the 'next big thing' will have to change the game significantly. Anyone trying to make a new WoW, or WoW in Space, or anything remotely like WoW is shooting themselves in the foot. They need to figure out WHY WoW works so damn well, and apply that to something different enough that people would want to play it instead.
It is going to be VERY difficult
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That is the main difference between WoW
What about the rest of us? (Score:5, Insightful)
WoW dominates the "traditional" MMO market right now. It's foolish to directly compete with WoW unless you have a strong IP, huge marketing budget, and gameplay that makes players to give up their WoW timesink for your timesink. Most startup MMO companies lack at least two of those things...
But you have a chance if you create an online game that appeals to other gamers. What do Half-Life 2, Halo, and Gears of War have in common? They're shooter games and they're best-sellers, yet no one has created a successful FPS MMO. That market is a potential goldmine...as long as devs steer clear of the traditional MMO crap.
Imagine a MMOFPS similar to Guild Wars. No monthly fee, but frequently-released expansions. There would be a co-op campaign where you and your party fight the baddies and advance through the game's storyline, all while gaining access to new weapons/skills. Add in some arenas for on-the-fly PvP combat, territorial conquest zones, and a some sort of guild structure. Now you've got yourself a game. Simplified, I know, but a competent studio could easily pull that off.
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Camp-proof respawning is possible (Score:2)
how many respawn spots do you need (Score:2)
4 players huh? need a maximum of five respawn spots.
MMOFPS, one thousand people online, due to the type of game, 50% are sniper dicks
so, 501 respawn spots.. yeah, that scales well...
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no, I'm sorry (Score:2)
the example given as evidence/proof however, is piss-poor.
the whole point is multi player, vs MASSSIVELY multi-player, is that the problems and solutions are different.
Saying you can fix it, this 4 person gamer had no problems dealing with it- does not support the assertion
the assertion may be valid, but the argument is not valid proof.
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Re:What about the rest of us? (Score:5, Insightful)
What would be so great about an MMO Half-Life or whatever? As far as I know, the HL dedicated server already allows you to create a server with hundreds of players, but either the server can't handle the load, or people's connections aren't good enough to make everything appear smooth. In RPGs it doesn't matter if you're lagging a bit, but in an FPS, even a slight bit of lag can make the game unplayable. Internet technology isn't quite mature enough for a "real" twitch-skill MMOFPS.
Also, imho, in FPS games can have too many players. If you've got too many people shooting rockets and sh*t all over the place in a very small area, the quality of gameplay just deteriorates as you don't really have much control over winning. And if you'd have huge outdoor maps like in PlanetScape, you end up with loads of bland, uninspired terrain and no real exciting maps like in traditional FPS games.
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Make a game world that's dynamic and actually changes based on socio-economic-political structures (ie..guilds) over time, without falling into the shadowbane trap... and you could have an amazing MMO that needs no 'grind' (or very minimal grind to play 90% of the game) to keep players engaged. Don't know if the server technology is there for it yet.. but I'll keep my fingers crossed.
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What is the shadowbane trap? I used to like that game when I was in school; I only stopped when I had too much work to spend that much time on a game. Needed some kind of quest system, but was far more fun than games like WOW because things you did actually mattered on a large scale.
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You mean, like Battlegrou
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So I guess based on that warhammer on-line (one of the strongest ever IPs, rivalled only by LotR really) backed by EA Games (they have some spare money, i think) and good pvp is going to be the WoW killer then?
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Heard of Huxley? (Score:2, Informative)
http://www.webzengames.com/Game/Huxley/default.asp [webzengames.com]
http://mmorpg.com/gamelist.cfm/setView/overview/ga meID/197 [mmorpg.com]
http://www.gametrailers.com/gamepage.php?id=1774 [gametrailers.com]
I've been following the details of this game since it was first announced at E3 two yea
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Basically WOW is little more than a single player game with other people running around. Unless those other people talk to you or challange you in some way there is nothing else that they do that affects you.
At a minimum I'd like to see a real horde vs alliance power shift over time. But rea
"Warcraft" is not a MMORPG. Warcraft is an RTS. (Score:5, Insightful)
On the issue:
Building a World of Warcraft successor is easy. Look at what they do, copy it and do it better. Improve the things that aren't good and add the things that are missing. Generally the japanese do this sort of things when it comes to electronics. It's the very same way people could build an iPod killer. It's just that somebody still hasn't built a single device that can compete with it on the most simple specs (large memory, video capability, ease of use, decent looks).
Same goes for WoW. Look at the game. Play it. Aside from Monopoly sucktion it's advantages are very real and obvious.
1) Runs easily on older hardware without looking like crap.
2) Runs on Macs and plays nice with mac users. (potential universal opinion leaders when it comes to nice gaming and fun stuff)
3) Takes 90 seconds for the most ultimate n00b get into.
4) Slowly reveals it's complexity bit by bit without overwelming anybody at any point.
5) Has a powerleveling 'grind option', but not an omnipresent one.
6) Has an optional powerquesting stance.
7) Is beautyful and content laden enough for all who just like to run around and are not to interested in 5 or 6.
8) Has a super addictive end-game that even amplifies the underlying 'diabolo collectors habit' subnote of the entire career in conjunction with strong multiplay / competetive play.
9) Has subtle Humor made by the actuall builders, doesn't take itself so serious - important if your offering a full-time imersive VR.
10) Builds on a world that is not and doesn't have to be realistic or even plausible when considering distances between regions (this is why LotR online will fail. The Shire is 25 minutes away from Mordor - how weird is that?)
11) Dedicated company and team with sufficient cash and corporate strategy backing. Blizzard made a decision and came through with it all the way. No half-assed stuff. And, look, a miracle! They've got a game that works and people like! Unbelieveable!
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Yeah, and then all you have to do is convince WoW's 5 million+ players to give a rat's ass.
-Eric
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Yeah, they all suck. If they'd hire you they'd end up with twice as many subscribers as WoW.
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So a blacksmith can make armor but can't repair his own?
Why does all the high-level smithing gear suck compared to what you can farm/grind for?
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The fire sorceress over there says "no."
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I like to play the terran sometimes, but I find them a real challenge.
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Zerg beats Terran. Zergling rush FTW!
Terran beats Protoss. Firebats mangle zealots, sci-vessels take down shields
Protoss beats Zerg. Templars chew up zerglings, archons+scouts chew up everything else
However it's still close enough that the r-p-s aspect only really matters when skill is quite finely balanced.
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Warcraft doesn't have to worry about that since the world was only vaguely defin
Huh? (Score:2, Informative)
"Things were much simpler only a few years ago, when practically all video games were developed or published by industry giants such as Electronic Arts, TakeTwo, and Activision.... Then came World of Warcraft...."
Maybe I'm behind the times, but how has WoW made it more possible, suddently, for indie games to make it big? That might be the case if Blizzard were a small-time developer, but we know that's not true. Blizz
Development approach the key to MMORPG success? (Score:3, Interesting)
Make the skill bar actually take skill. (Score:2)
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Think about it this way.
10,000 players on a realm.
1 input per player per second, plus movement data, opponent data, and environment data (surrounding units, etc. say 10).
Each player needing to be updated, on average, with only 10 other players inputs / movements.
Lets just say on
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1) getting aggro off the clothies
2) heal those clothies instead, while the tank hopefully gets the aggro back
3
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Despite being almost entirely fire spec, I use about, say, 80% of my abilities, including a few frost spells. The only damage spell I almost never use is your favorite, Frostbolt, simply because it isn't worth the 3-second cast time without putting talent points into the frost tree.
If all you like to do is target and keep mashing one button, fine. If you want to have more fun and squeeze every inch of firepower out of your
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Although I would agree that if your raiding, the rules of the raid tend to proclude any creativity. Tha
Puzzle pirates (Score:2)
Well, yeah, it is silly, but in a good way. It is supposed to be a bit of playful, lighthearted fun, not a gritty realistic pirate simulation complete with veneral diseases and scurvy....
And as the article points out, they are doing quite well with that concept. Also check out the upcoming Bang!Howdy [banghowdy.com] by the same team. Java based, just like RuneScape [runescape.com], and Wurm Online [wurmonline.com]. The last one is pretty impressive considering it is made by only two developers.
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World of Starcraft (Score:3, Interesting)
As per the subject line, World of Starcraft.
Well, not exactly that, but it would be good. The only thing I see breaking the MMO market now is something that gamers love (FPS), rolled in to the same detailed and compelling game we return to day after day (MMORPG). What I see is an FPS come RPG title based in a world that thrives on people banding together to achieve goals, but leaves the door open for PvP combat a-la the WoW style PvP servers.
The key factor would of course be the ability of the developer to work out some sort of faction / race / class based system with the familiar leveling / gearing requirment, and rolling in an FPS front end. Three way battles like those in Starcraft would be awesome, as the current Horde vs. Alliance system in WoW is getting a bit tired.
I still play WoW nearly 20 hours a week, down from over 40 to sometimes 60 a week last year, but would jump straight in to World of Starcraft if it were to miraculously appear in the above stated incarnation.
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Put down the joint. Your over-enthusiastic quoting makes it clear you've had enough, long before anyone even reads your fangasm screed.
None Will Succeed (Score:5, Informative)
Other companies, won't take a chance. How many MMO's can claim they offer player based scripting for god knows how many in game effects? Or any of the other features WoW has? Despite the fact I dislike WoW, Blizzard did do that that right; Instead of coming up with some super special features of their own that other MMO's didn't have, they cherry picked what they thought were the best features. Not stolen content mind you but just things that an MMO should have. Case in point, umpteenth kinds of filters for the various chat huds. You'd be amazed that not every MMO offers a good deal of filters like WoW, or hell even any filters at all.
And the engine itself, of WoW, is the killer. Sure it's not really some supreme graphical eye candy people expect three years later after it's release but that is the point. Blizzard took a chance. They released a game engine that surprisingly works very well on low end hardware PC's which people tend to forget makes up the majority of gamers. Ever wonder why Counter Strike 1.6 is probably the most popular first person shooter, still, to date? Cause Half Life 1 can be run on some very low end hardware (if I remember right, the HL1 engine is a modified Quake 2 engine). Point being, no other MMO company is going to cater to low end PC users. More and more MMO's have such huge graphical requirements. You think Vanguard is going to topple WoW? No. Even if the gameplay and options of the client matched that of WoW, they'd still be eliminating a huge chunk of the 7 million WoW base (asssuming Vanguard had 7 mil) simply cause a good portion of those people wouldn't be even able to run the game.
Blizzard rolled the dice and won. They took a chance on merging a ton of features from various MMO's and a game engine that wasn't exactly the top of the game when it came out, and it worked. You find me another developer that will take those chances, and you'll find yourself a candidate for a WoW successor.
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Valve modified the Quake 1 engine actually, but since they took so long to release Q2 had been out for a while. Most people assumed it was the Q2 engine they based it on since it looked so good.
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Completely agreed! But the reason this _worked_ is because the world is cartoony to begin with, so it is easier to forgive the low-poly modeling.
This is one reason UO lasted so long -- you could play it on laptops.
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Great artwork running very efficiently trumps fancy graphics technology (pixel shaders, HDR, bump mapping, etc).
Especially in an MMO it's damn important to keep poly-counts and stuff fairly low, so that the game doesn't turn into a slide-show as soon as more than 10 people are in your vicinity.
The easiest way to beat WoW. (Score:3, Interesting)
I'm being serious here. It's one of the most popular game franchises, and well-known to non-gamers as well. The consept and playstyle lend themselves well to MMORPG gameplay. All that's needed is to take the good stuff from popular MMO's, mix them together with the Pokemon brand, and you'll have a game that'll get ten times the amount of players WoW has.
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I'd really love to grind Pikachu. Into dust.
Or, I'd really love to grind that Team Rocket chick Jessie. In an entirely different way.
Or,
Nah, I'll stop there.
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But then I felt a surge of disappointment, because somewhere in the back of my mind I know the dark, horrible truth: Those 5-10 year olds are really 15-50 year olds who ACT like 5-10 year olds, except they probably wouldn't be as interested in Pokemon as real 5-10 year olds. Oh well, the thought of seeing some improvement in the maturity level present on my WoW servers was nice for the half-second that it laste
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PLEASE no more Pokemon... Let it die! Let it go away! Sure, it'd get a lot of the little kiddies out of Warcraft (And thus make WoW players more mature on average), but do you REALLY want millions of kids doing nothing but Pokemon-related activities every day? Give it a month, and they'll be running around repeating their own names...
"Squirtle Squirtle! Squir-- Wait, what the #(*% am I doing? This doesn't make any sense!"
"Quiet, Earl, or you'll get the
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Well, WoW works (Score:4, Interesting)
Is it perfect? No. Could you make a game that simply improves on its mistakes? Possibly.
But what are its mistakes, and are they really mistakes or are they fundemental parts of the nature of MMO gaming.
It would be easy to think that you simply visit the WoW forums, note down the complaints of gamers and ex-gamers and then fix these in your game.
But wich to follow? Do you cater to the PvP haters or lovers?
WoW currently caters to both PvP and PvE but that also means neither side gets exactly the dedication they want. So they complain. BUT would a game without one be that successfull? Just how big is the subscriber base that is satisfied with the current combo? People who are satisfied tend not to post on forums. They are to busy having a good time in the game.
Same with the crafting/loot system. Again WoW has sought the middle ground, essentially both systems of getting your equipment are competing with each other. This means that pure crafters have a reduced market while at the same time those who are looting get lots of useless materials they need to sell.
And again, would a game that focusses on one exclusively (SWG had a pure crafting system) be that succesfull?
You could create a MMORPG were levelling up isn't everything. Were grinding to X isn't the primary goal. That would make the RPG crowd perhaps happier but might loose you all the grinding monkeys who no longer have an epenis to wave around.
WoW in many areas seeks the middle road. It works. 8+million people think the bits they like are better then the bits they don't like.
If you are going to change anything in that design you need to realize that you are going to please some but most likely upset a hell of a lot of other players.
Go pure PvP and you MIGHT appease those PvPers who left but you are going to loose for sure every single PvE player. PLUS a significant part of the players who like a bit of both.
Just read every comment here that suggests an obvious improvement and then ask youreselve what the total effect would be.
Then again, until WoW entered the market, people said that the MMORPG market had been saturated and that any new game could only poach from other games.
So is WoW the final MMORPG or is it just a more succesfull EQ waiting to be dethroned by the next comany.
WoW killer? (Score:2)
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Scripting / Modding Support (Score:2, Interesting)
That is why Second Life is so
What it would take (Score:2)
I have since come to the conclusion that there are a few things that any MMO will have to deal with before I will consider g
Have we forgotten about Everquest already? (Score:2)
Have we forgotten about Everquest already? It would seem the same story could have been written 4 years ago...
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stargate worlds (Score:2)
http://www.stargateworlds.com/ [stargateworlds.com]
Better end-game play (Score:2)
I would rather see the endgame be a shitload of 5 man instances that can be done in an hour or two. Perhaps a couple of larger raids, but not to the point where they exclude casual players entirely.
Just one BIG thing (Score:2)
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If you just give something to people, then the reward effect is diminished.
When you get to 40 and gt your mount, it's a big deal.
Now, I think the mount should be an instance run quest reward, and not monay; which would ahve the nice effect of dimishing gold reselling.
When gold resellers founf out flyinh mounts are 6K gp, the probably came in there pants, and then bought a new house. In that order.
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Starcraft is arguably even better IP than Warcraft was, especially in Asian countries, so I'd be willing to bet money on "World of Starcraft" appearing in the future. The only question is when.
My guess is it'll probably appear about 1-2 years after subscription numbers for WoW drop below, say, 50% of current amount.
p.s. Doesn't Blizzard also have the Diablo IP? You can bet that will be turned into an MMO too. From a gameplay point of view this would be very interrestin
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It already was. They just replaced "Diablo" with "Ragnaros"
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Please no, Eve's pace of gameplay is enormously tedious and boring. It's great if you like waiting a lot but the lack of an optional skill based action oriented ship-to-ship fighting leaves a lot to be desired. Starcraft works on the principle of management but it also takes skill, speed and dedication. E
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Let's think about this. Let's compare EQ2 and WoW, since they came out within 2 weeks of each other.
WoW, 1 expansion (just released) and some free content added. Only hotfixes bugs that have a positive effect on a character. Took over 6 months to put a test server up. Major patch every 1-2 months (with the most recent expansion getting a little more patch activity
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However, while I agree that it would be painful to have to host and distribute that many files for a game with that many subscribers, other game companies do it for their scale. And they make it work. Especially when they download only the files you need to upgrade.
Smaller patches make it easier to distribute content faster. So, several small hot fixes beat one 70MB file. Instead, that file may now be 30MB, and those hot fi
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Unfortunately, there are some problems that they will never be able to fix. For example, PvP balance is broken at the higher levels because the population balance is skewed. Across the entire game, there's 3 high-level Alliance players for every 2 high-level Horde (see here [warcraftrealms.com]). On older servers, it's even worse, 3 Alliance for every 1 Horde (for example my old server, here [warcraftrealms.com]). Even with the cross-realm battleground queues, Alliance players have to w
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