World of Warcraft Turns 20 15
An anonymous reader shares a report: Blizzard Entertainment first released World of Warcraft in November 2004, so The New York Times celebrated the anniversary by outlining the many ways we can still see the massively multiplayer online roleplaying game's influence's 20 years later.
For one thing, while multiplayer games and early social networks such as MySpace already existed, WoW provided a real preview of a future where everyone would connect to friends and strangers online. For another, the game made billions of dollars with a business model combining monthly subscriptions with in-game purchases (including for pets and animals that players could ride), becoming a massive cash cow for Blizzard and pointing the way to future internet business models.
For one thing, while multiplayer games and early social networks such as MySpace already existed, WoW provided a real preview of a future where everyone would connect to friends and strangers online. For another, the game made billions of dollars with a business model combining monthly subscriptions with in-game purchases (including for pets and animals that players could ride), becoming a massive cash cow for Blizzard and pointing the way to future internet business models.
Back in my day (Score:1)
Re: (Score:2)
Yeah and the best part was you got to stay up drinking soda and eating pizza with your actual friends, rather than alone even if you were still in your mother's basement.
Re:Back in my day [we didn't have OCD] (Score:2)
Not a bad FP, but not funny enough.
On the serious side, I think we have gotten too good at manipulating the compulsions of most people. It's just that some people are early adopters? WoW is sufficiently addictive to saturate the available time. An even more addictive game still can't capture more than 100% of the available time.
Or a bigger problem that some people are more easily programmed to act on their compulsions? My current theory is that I'm lucky to be able to mostly direct my compulsive behaviors i
Re: (Score:2)
Baffled (Score:2)
A bit baffled in regards to how a 20 year old game still dominates the MMO market. Seems pretty bad as far as innovation goes.
Of course it doesn't help that I tried the game and didn't enjoy it at all. To each their own though, I just wish we'd get something innovative in this genre.
Re:Baffled (Score:5, Insightful)
There just hasn't been a WoW killer, yet.
WoW was my first MMO, all the way back in 2004. I've played on and off, (mostly on,) for the past 20 years. I've tried others, (most notably STO and SWTOR,) but they never stuck.
Why?
Because unlike most MMOs I've encountered, WoW's never been pay-to-win. You pay your monthly sub or not and you play or you don't. No free tier, no special advantages for being a monthly sub. Once SWTOR went that direction, I left. STO has similar problems. Most other MMOs I've seen are like that too.
Blizz has also struck a very good balance in making sure that every player, regardless of skill level or ability to commit has access to some form of endgame. Able to play every night at a high level? Mythic raiding and Mythic+ dungeons for you. Weekend warrior? Hit up some LFR and heroic dungeons. Prefer PVP? Arenas and battlegrounds. No other game I've seen can claim to have something for everyone in their player base.
Finally, unlike the other MMOs I've played, for whatever reason, I've always been able to find people I enjoy playing with in WoW. This could just be a me thing, but I think it's interesting that basically every other MMO I've played has been with a small friends group, or solo. Once that friends group lost interest, (usually to return to WoW,) so did I.
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GDKP, if I know what you're talking about, was always more of a guild or raiding group problem than a problem with the game, although I'm sure you're right; those who were willing to buy gold for real money would be most likely to get the loot. That's a really stupid way to divide up dungeon loot though, especially in a guild.
I play retail now, and it's nothing like back in the vanilla/BC/WOTLK days; no whisper spam, and I can't remember the last time I saw something that I was sure was a bot, although I'm
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Personally I think games kinda hit a wall sometime around the mid 2000s.
There are are few genres (large scale simulation, ie Victoria III (CPU), racing/flight that really do improve with faster frames and richer textrures and higher res ) that burn up a modern CPU, and everything can crack the texture/resolution/fps up until the lasted GPU hits its thermal envelope but for a lot of games like shooters and RPGs I am not sure they are a whole lot more 'fun'.
If you get the concept and game play right i
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A bit baffled in regards to how a 20 year old game still dominates the MMO market.
Sunk cost fallacy.
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There have been several attempts, but it seems they all were too worried about making the launch date, and not worried enough about delivering a complete product.
Meanwhile, Blizzard has continued to crank out content (whether you thought it was compelling content or not is a different question). And they've even refreshed the old content in order to keep it somewhat relevant. And they've embraced the nostalgia crowd with their "classic" servers that aren't interested in the 10+ expansions, some of which r
World of Warcraft Turns 20 (Score:2)
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Maybe all of the older folks were still playing ret
There where precedent MMO (Score:2)
I enjoyed Everquest I and a good chunk of Everquest II befor I even went to WoW. Then it got boring when they introduced PVP Arenas. This gave a direction to the game that I didi not like and I quit.
Transgender Dragons in, Spitting Out (Score:2)