woodaba said:
woodaba said:
What I don't understand is why people keep saying this game is so revolutionary. It just looks like a polished MMO that does things differently. This is hardly the next EverQuest, is it?
The fact that it IS doing things differently is the revolutionary part. How many MMOs in recent times haven't just been WoW clones? By doing a whole bunch of things differently- if they do it successfully- it could have profound changes on the genre.
Its really a sad reflection on the state of the MMO market isn't it? Now I like a few WoW clones, SWTOR in particular being the most fun I've had in an MMO since Ultima Online. But, a genre that just imitates one game? Thats kinda terrible. Then, a (rather good-looking) game comes along, trumpets from the rooftops that it is making some changes to the MMO formula, and gathers a following which is kind of scary in its fanboyism and devotion.
Its sad.
Can we really stop using the "WoW-clone" term? WoW was nothing more than iteration upon EQ.
The fact is, however, that since WoW release there has been very little in terms of that. Few games that tried to slightly alter the mechanics usually were troubled by lack of polish, bad launches or simply releasing unfinished products that should remain in production for at least 6 months more. The whole market moved towards risk-free, casual friendly, family fun. Just like every genre over last few years really, because that's where big piles of money were to be found.
Somewhere along the lines however was a little under appreciated gem called Guild Wars. It wasn't really popular because it wasn't a full MMO. It was heavily instanced, You pretty much played it solo for most of the time, had very structured questlines and lack of open world. What it had however was what was said on the tin - Guild Wars. Ever since Faction expansion the game was one of best competitive PvP multiplayer RPGs. It had Guild versus Guild system, tourney system, Alliance Battles, Hero Battles and Competitive Missions as well as Minigames. That's where the fan-base flourished, and that's why there were so many devotees of the title as soon as ArenaNet announced GW2.
Now GW2 pretty much makes the game into full MMO, with large, open locations, dynamic quest mechanism with failure/success actually affecting the event and pushing it either towards victory or complete defeat, which in turns may lead to player having to fight back for the zone, and of course competitive PvP in form of tourney system (hopefully with spectator system added post-release) plus massive siege warfare based on 3 teams, which is what MMO PvP scene had wet dreams about ever since DAoC became a bit dated.
While the game surely will have it's flaws (simplified crafting system, simplified skill system from the already known ones) it still is huge step if not forwards, then at least sideways from the post-EQ trend that strangles the MMO market for over 8 years now.
ToR sadly failed to bring anything new to the table, and actually, from my experience, it pushed the genre back with it's heavy use of instanced content and completely meaningless and unfinished PvP.