
Originally Posted by
Wolfie
There's two things that WOW did to the MMO market: show people that a wall between players and developers is a bad thing, and that you can indeed receive a polished, high quality MMO with a highly responsive dev team. It set the bar for what it means to have good game development in the MMO industry.
It didn't spawn "WOW clones"; that's just a stupid label stupid people give to a game after those same stupid people give a game the stupid "WOW killer" label to a game that is completely unlike WOW in almost every way.
Every* other MMO marketed itself to a different crowd and only "copied" a few things from WOW, like a control scheme, or UI (which were themselves copied from previous MMOs), or features that had already become standards in the MMO market before WOW (mailbox, AH, instanced content). As someone that actually played some of these failed MMOs and paid attention to their marketing strategy, they play nothing like WOW and were never meant to one-up WOW in what it does.
Those MMOs failed because the teams behind the projects were terrible. Patches that are always delayed, patches that barely bring content, no balance changes, gamebreaking bugs and lag that doesn't get fixed for over 3 months, bizarre, unexplained mechanics, poor customer support, and completely unresponsive development teams that never reshuffled their priorities to fix the damn game and deliver what was promised.
* The only game that ever marketed itself as "the next WOW", or even tried to appeal to the same crowd, was RIFT. It purposely copied almost everything from WOW, with more polish and cooler graphics, to appeal to the WOW burnouts. And it partially succeeded, because the teams working behind the project aren't terrible, and they actually spend time listening to players, polishing old content, adding new content in a timely manner, and have good support.
False dichotomy. I don't have to be in bed with WOW to appreciate what it does well, and just because I don't play anymore doesn't mean that I hate it.