You know...

Brewhammer said:
Which is funny cause on Noonan's blog he can't stop talking about WoW. So it's no surprise to see why we're getting a WoW-ified 4th Ed.
Wow is very D&D-fied, as much as possible, considering it's just a video game, bound by the limits of RAM, HD and some programmers. It's a limited, finite and repetitive game.

D&D is a unbound, infinite, limitless, ever-changing game.

When the lesser thing learns with the Greater thing, it becomes a little greater, but when the Greater thing learns with the lesser thing, it doesn't become a little lesser, it becomes even Greater.
 

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hong said:
Mearls said that he doesn't like WoW, but I just bet he's played Guild Wars.
Maybe. I just wonder why Gestalt gaming hasn't become core then in 4th.ed. ;)

Having a primary and a secondary class is one of the coolest concepts in Guild Wars, imho. This makes it much easier to cover all the base roles.

Another nice concept worth stealing is the way GW is treating the power levels of skills. Some game designer mentioned somewhere how he doesn't like to see the the concept of 'button mashing' in D&D which is so typical for MMOs. I.e. always using the same powers in the order from most powerful to least powerful.

In Guild Wars all skills are at the same power level (well except for the Elite skills), so all skills stay equally important over the whole range of character levels. Since you can 'equip' a different set of skills before starting a mission/quest/PVP fight you have a strong strategical advantage if you know what to expect and have access to a wide variety of skills.

I can easily see, how this might be applied to D&D: E.g. wizards can have a huge repertoire of known spells but are only able to prepare a small subset of them for an encounter. Swapping this set of per-encounter spells would then be possible as often as the wizard likes taking a relatively short amount of prep time.
 



F4NBOY said:
It happened to me when I played diablo 2, after some time (years) playing it, the game is just about pressing the random button to see if I can find that magic item. Like a jackpot machine.

Whilst I still love D2 as a mindless smash 'em up (it's great fun for that if there are still builds to try, and you're no longer obsessed with the items and praying for drops), I've found every time I stop playing WoW (three times, so far) for a while, for whatever reason, I rapidly become deeply sickened by the very idea of playing WoW again (and it takes 6+ months for this to wear off).

I think there's something peculiar to WoW's hothouse atmosphere (esp. in a raiding guild and doubly so if you dare to read/comment the boards) and strange obsessions (even by MMORPG standards), as well as it's extremely limited, repetative PvP and strangely claustrophobic environment (I say strangely, because a lot of it's landscapes are sodding huge and very open), that can really stop one from wanting to play again. For a while.

Jhaelen - Uh, when I think of pressing the same exact skills in the same exact order, I think of Guild Wars - With, for example, a Necro/Monk, that's precisely what you do 90% of the time. Many offensive-oriented characters in GW are similar. So I dunno if it's a good example of a game that's not like that - even in WoW the first few skills I press in an encounter vary more than in GW...

Still, I agree that the small number of "equipped" abilities vs. large number of abilities could work a particularly gamist RPG like D&D (it'd be retarded in a simulationist one).
 


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