TUN: Un-Ruining the MMO

291K views · 13 years ago · essay · dated

MrBTongue critiques how World of Warcraft changed the design of massively multiplayer games and argues for a different direction. He contrasts the levelling treadmill of theme-park MMOs with the more open play of sandbox worlds.

HN people call it one of the most insightful and in-depth critiques of why MMOs became grindy copies of WoW, and cite it in sandbox-versus-theme-park debates.

“this is one of the most insightful videos I've seen lately”

6 comments from Hacker News

c
@chii2018 · in “Ultima Online spent years developing a system that was destroyed by players”
> we're stuck with WoW (and its clones), which was an excellent game in its own right, but it wasn't a true MMO because most companies didn't realize what they were copying when they copied WoW. True MMO - aka, a sandbox game. See this very indepth critique, if you want more about this topic ▶ this video
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c
@chii2017 · in “How Eve Players Pulled Off the Biggest Betrayal in Its History”
> If you find mining asteroids or mission running enjoyable, all the power to you. most new players only find out about this aspect of EVE - running grinding missions for petty coin etc - because they've been conditioned by the stereotype of World of Warcraft (and its myriad of copycats). If you have a few minutes, have a watch of ▶ this video - it's one of the best videos explaining this concept.
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a
@andrepd2016 · in “'RuneScape' Can't Escape 2007”
Everyone who played MMOs talks with utmost fondness of their unforgettable time in their first MMO. Be it Everquest, Ultima Online, Runescape or WoW, it seems no other genre in video gaming elicits such fondness, or reaches immersion levels so deep as the MMORPG. The immense potential in having a virtual, persistent world inhabited by tens of thousands, hundreds of thousands or even millions of people, with the virtually inexhaustible possibilities of gameplay that arise from people inhabiting a shared, persistent world, make the MMORPG the king in this department: immersion and fan dedication. Yet it seems that this doesn't happen anymore, that the cosy world of Ultima Online or Runescape 2006ish doesn't exist anymore. MMORPGs have found it more profitable to engage in a variety of design choices that, ultimately, destroyed what MMOs were about. The open endedness of Ultima Online, the thoughtfulness and deep worldbuilding of quests in Everquest, the charming aesthetics that left just the right amount to imagination, just like a book, of Runescape, all that was replaced by high action, cheap thrills, and a lot of shiny particle effects everywhere (and of course microtransactions, because why not). The charming, cosy, vast, deep world people remember from Vanilla WoW doesn't exist anymore. Now you got a conveyor belt to level cap and cheap end-game content. For anyone interested, this is one of the most insightful videos I've seen lately, and it addresses this issue: ▶ this video
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s
@shrimp_emoji2022 · in “What has changed with video games over the last 25 years, and what has not”
>MMOs are kinda dying They should. MMO is an expired genre. It's a relic of the advent of broadband, when playing with tons of other players in a graphical game became possible for the first time. That was novel and amazing, even if it meant deep compromises in gameplay and graphics. Now, though, that's no longer novel, and those compromises don't make sense. And the incentives are awful to boot; a company has to run beefy servers, which means it's pressured to find ways to extract ever more money from the players, leading to stuff like pay-to-win. Although some people think they can be saved, particularly if they're sandboxes instead of theme parks: ▶ this video
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a
@adnzzzzZ2014 · in “Ten Years of World of Warcraft”
Here's a video that shares similar sentiments to the ones the author has: ▶ this video
J
@Jach2013 · in “Halo Creator Unveils Its Next Masterpiece, a Persistent Online World ”
That's more or less correct, and you can blame WoW for it. ▶ this video