UO to EQ to WoW to LOTRO - me and MMORPG Pt. 2
Tuesday, November 4th, 2008
WoW. Wow? Not so much. I realize that I’m in the minority, the tiny minority of gamers who are not impressed with World of Warcraft.
I’ll admit I have a low threshold for repetition; as any devoted WoW-er knows, in order to get to the point where you can team up with parties and go questing you need to level up your character Which means you have to grind, grind, grind, killing hundreds upon hundreds of monsters for untold hours to raise your experience level to the point where you’d be a useful party member.
Did you enjoy that run-on sentence? If I were to write this entire blog entry in one sentence with no punctuation you would have already stopped reading. That’s a good allegory for my experience with WoW. Grinding is so dull that people had to create scripts to make their characters grind automatically with no supervision. That’s fun?
There must be a particular mindset prevalent in die-hard WoW players. Party questing is what most people stick around for, and I didn’t last long enough to qualify for group outings, so I can’t comment on that aspect. Probably if I’d persevered through all the grinding I may have had a lot more fun with WoW.

Maybe not, though. What’s up with the graphics in World of Warcraft? The design of the game was barely passable when it first came out; you’d think that several years later they would have revamped the thing. But no, it’s still the blocky, neon-hued, often poorly-mapped environments, and characters that look like they have a polygon count as low as the Marines in Quake 2. (Okay, maybe that’s a little harsh. Quake 3? You know what I mean.) Granted, it’s a fantasy game and it’s not meant to look realistic. But really. (By the way, whatever happened with NURBS? Weren’t we due for an improvement over polygons some time ago? I’m really sick of seeing hexagonal wheels.)

Right around when WoW hit the peak of its popularity we started seeing a whole bunch of free-to-play MMORPGs, most from Asia - with graphics that aped those of WoW. In fact, aside from their decidedly Asian-influenced design, they were practically WoW clones, offering the same kind of grind-and-level gameplay. Given the success of WoW, many of these games garnered immense interest and made prett good money via microtransactions (the sale of in-game items like clothing and weapons).
Now that MMORPGs are huge business, we expect more. There’s really no reason anymore for crappy graphics. The first evidence I’ve seen of a true leap forward in design is Lord of the Rings Online. Right now I’m previewing the new expansion, Mines of Moria, and let me tell you, it’s a world away from the WoW generation.
Next up: More on Mines of Moria.


