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I don't blizzard set out to do it, but by offering pvp/pve/rp servers and separating players they finally hit on the one thing many MMOs were missing. Safety.
by Shivetya 12y ago
I don't blizzard set out to do it, but by offering pvp/pve/rp servers and separating players they finally hit on the one thing many MMOs were missing.
Safety. You were safe to play without having other people purposefully ruin your game play. In UO it was PvP, in EQ it was training mobs, and there were means in other games as well, where a person could interrupt another endlessly.
Was it a step back in some cases? Sure, I came from Asheron's Call, you could pvp, pvp lite, or just pve. Yet it was such an open and expansive world filled with housing of all sorts that WOW initially felt like a step backward (zones? Really???). Yet WOW made sure you knew what you were supposed to be doing.
cater to causals and cater to hard cores (even water cooler types) and they pretty much covered the two markets needing to be served. One thing MMO companies over estimate; at least for Western markets;is the desire for PvP. Oh initially you will find games that offer both server types with populations nearly split but age and the PvP ones fall by the wayside.
People will accept guidance, but mostly they want a safe and fun experience. Safe meaning other people cannot just ruin your day.
- debaserab2 12y agoI don't agree with the assumption that you fit one mold or the other. I do believe there is a market of people that would be willing to play an MMO if the rules were different (as mentioned below, Eve is evidence of this). Blizzard did an excellent job solving MMO problems that were major problems at the time, and they solved it so incredibly they completely dominated the market and squeezed out any room for new concepts. Not everyone needs or wants the hand holding and artificial barriers that are put up between players and see some see that as a detriment to the experiences that could be created in this type of game.