Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
RPG Codex Interview w/Mike Mearls
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5977089" data-attributes="member: 54877"><p>I'm not a huge MMO player either, but I've played enough of them, and enough hours, and read enough of the theory and practices to know that it depends on how you look at it. </p><p> </p><p>WoW was never very varied in playstyle, abilities, or choices, and has gotten steadily less so with every version. What WoW did was spend a lot of time reskinning the same thing over and over, with new art and new names. Basically, they did what 4E is often labeled as. (And they do it well, the common "charge" against Blizzard having some justice that they never innovate, but test and polish to the max.) Whereas, 4E certainly has some limits to its range, but the classes play a lot more different than is first apparent. In fact, WoW looks more varied on the surface but is highly similar once you scratch past the gold paint, whereas 4E looks more similar on the surface, but reveals more variance when you dig. </p><p> </p><p>Then you look at something like Lord of the Rings Online. Turbine is the AD&D-like company of the MMORPGs, in that they have got it well enough together to be successful, but they don't really design games. They make art and game elements and host them on a MMORPG engine, which they constantly throw things into. Underneath it all is the same kind of limits and decisions that any computer game will deal with, but they have so many moving parts that they don't really fully understand, you get some variety by sheer accident. Though I suppose thowing a lot of stuff against the wall to see what sticks is a strategy and method, even if it isn't much of a design. So you get charming variants like a hobbit minstrel that is mainly intended as healbot, but when he turns on "war speech" for solo play, he goes around like a holy terror, shouting monsters into the ground--especially the various wights who are suspectible to his "light"-based damage. It's totally ludicrous, but certainly different. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5977089, member: 54877"] I'm not a huge MMO player either, but I've played enough of them, and enough hours, and read enough of the theory and practices to know that it depends on how you look at it. WoW was never very varied in playstyle, abilities, or choices, and has gotten steadily less so with every version. What WoW did was spend a lot of time reskinning the same thing over and over, with new art and new names. Basically, they did what 4E is often labeled as. (And they do it well, the common "charge" against Blizzard having some justice that they never innovate, but test and polish to the max.) Whereas, 4E certainly has some limits to its range, but the classes play a lot more different than is first apparent. In fact, WoW looks more varied on the surface but is highly similar once you scratch past the gold paint, whereas 4E looks more similar on the surface, but reveals more variance when you dig. Then you look at something like Lord of the Rings Online. Turbine is the AD&D-like company of the MMORPGs, in that they have got it well enough together to be successful, but they don't really design games. They make art and game elements and host them on a MMORPG engine, which they constantly throw things into. Underneath it all is the same kind of limits and decisions that any computer game will deal with, but they have so many moving parts that they don't really fully understand, you get some variety by sheer accident. Though I suppose thowing a lot of stuff against the wall to see what sticks is a strategy and method, even if it isn't much of a design. So you get charming variants like a hobbit minstrel that is mainly intended as healbot, but when he turns on "war speech" for solo play, he goes around like a holy terror, shouting monsters into the ground--especially the various wights who are suspectible to his "light"-based damage. It's totally ludicrous, but certainly different. :lol: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
RPG Codex Interview w/Mike Mearls
Top