WoW does not work that way. The player-relevant gameplay that emerges from interaction is there, but the base systems don't support it. The world is a solid (as solid as an MMO can be, anyway) and you venture through it under that pretense. It's a theme-park at an extreme scale, essentially. But yes, the dungeons/raids are the primary draw for a lot of the veterans.Skeleon said:Yeah, I really don't. I played a lot of UO way back when, but that was on freeshards. I know there were a bunch of updates and addons available and I even got Third Dawn at some point, but I never played MMORPGs "properly". The progression came from GMs introducing and coding new stuff or organizing quests and whatnot. Heck, I even was a GM for a short while on one of those. But after ceasing to play UO, I never picked up another MMORPG. I did not know about the ridiculous number of addons Everquest got. But let me say that I hope those were at least cheaper, because as far as I know Blizzard is charging a lot of money for the main game, per addon and monthly. And didn't they also recently add in-game transactions? I dunno. Maybe it was a different time, but the progression I know from MMORPGs came from emergent gameplay, from factions forming, buying houses, having wars etc.; it wasn't so much new territories being unlocked and whatnot. It was from the interaction with other player groups, not so much from new dungeons. Although, sure, the rare new dungeon or area to do stuff in would certainly help reignite some adventurism.Jandau said:I'm assuming you don't know how MMOs work.
As far as pricing goes, they have made a point post-cata to just put everything in a tight bundle so the game remains at 60$ or so for a new copy. If you were to start playing, for instance, you'd pay as if you got a new game (at least some time into an expansion's life-cycle; if you come in at the start of one, you'll have to dish out quite a bit more). It's actually most expensive for the people who have been around longest, funny enough, since you've likely bought all of the expansions full-price, plus the subscription fee.
But yeah, it's essentially a trade-off between player-to-player interaction and systems that support player-driven narrative and gameplay to having a tightly constructed non-player narrative that the Player Character partakes in. It stands on the other end of the spectrum from Ultima, although I'm fairly positive that Ultima Online is fairly unique in the way it approaches the MMO. I'm not going to make a case for which is better having not played it, but the two are hard to compare as they aren't similar at a basic level beyond "we have many players!"