Wandrecanada said:
I'm sorry your experience with RTS games and MMOs end at what Blizzard made but just because you've never played or heard of some older titles does not mean it hasn't happened before. Starcraft 2 just added some elements from Westwood style RTS games and a smattering of the FASA Mech Commander series. Cataclysm and Lich King pulled many things from MMOs like Guildwars and Warhammer Online as well as some other titles that are perhaps more obscure.
All the things you have mentioned are just ideas that already exist elsewhere in games that are already currently running. Warhammer had events that alter the terrain from day one and even though they popularized public events it already existed in MMOs (Tablua Rasa for instance). Oh and Dark Age of Camelot was made by the people who brought us WAR so... I don't know what you're driving at there.
All I can say is that the best innovation we've gotten from Blizzard since the Vivendi takeover has been was the arena tournament system with integrated ladders. Other than that all we've seen them produce has been an up rez Starcraft that took 12 years to get on shelves and some WoW expansions that have homogenized the game with each iteration. Ahn'Qiraj was the last truely unique experience Blizzard brought us and most people didn't even see a quarter of it.
By that definition no RTS is original and they are all all just reskinned clones of either Westwood games or Cavedogs Total Annihilation series. Put your complaints on everyone then, not blizzard.
Everyone pulls from other sources, truely new ideas are hard to come by and often doesn't fit in with what is practical for what you want to deliver. Octagonal wheels on cars would be a new idea, but yet all I see are wheels driving on round wheels, clearly other car manufacturers are stealing ideas from the first car with rubber tires (which punctured roughly every 2 miles)
But the thing is that when you take something from another source, the challenge is to make it their own and make it better than where it came from.
I played WAR, but I never found any terrain that changed from day one, never ran into any elements of the world's inhabitants appearing and reappearing based on the quests I did either.
And what I meant with the siege was that WAR's siege was horrible. While Blizzard undoubtedly got inspired by sieges from DAoC they at the same time improved on it. DAoC sieges were "knock on the door untill it dies." WAR sieges are also mostly "knock on the door till it dies" though you can knock on walls too. Wintergrasp sieges are "knock on anything untill it falls over," which gives it a more visceral feeling.
What you see as homogenisation of WoW with each expansion, I see as tightening up mechanics and removing the things that are different for the sake of being different.
Buffs have been consolidated in Wrath and they will be even more so in Cataclysm. That's good homogenisation as it makes fights easier to balance around what you can bring.
I'm a raidleader and I'm bloody tired of being hamstrung on encounters because Class X Y or Z is not available that night and as such their major buff is absent making the fight harder than it should be.
WoW fights were purposefully underpowered for most of the content because it assumed you were dragging 15 slackers along.
TBC cut down on raidsize, but not on the relative difficulty, removing the wriggleroom for slackers. This made raids an absolute fucking nightmare because all of a sudden the difference between having, say, Windfury on a fight or not was monumental.
Wrath reduced the amount of juggling you had to do to make sure that all buff and debuffs in a raid. At least for 25 man, for 10 man it is still horrible, which means that 10 mans can't ever provide the same challenge as 25 man because you can't be sure the buff is available.
In Cata this is further consolidated so that most buffs are brought by a minimum of 3 classes/specs. Sure it's homonegisation, but it serves to make the rest of the game more interesting and being able to provide more of a challenge. So it's good homogenisation.
We are basically looking at this from two different points that are too far removed from each other to ever meet on the middle.