Hate to beat a dead horse here, but The Zombie Thing in WoW really highlighted what many people see as a major flaw in the MMO system in general. Rock Paper Shotgun has an article that's been getting coverage regarding the general ass-hattery found in most people, and the problem with there being more than one person to play with (everyone has to get along). And yet, I really don't think THAT's the big problem. Looking at Halo 3 sales figures (8.1m copies sold as of last January; many more since then, I imagine), I have to wonder how many are in it for the solo campaign, and how many just enjoy shooting other people in the face in multiplayer. Playing Madden online is probably pretty popular, but I'm sure a portion of the crowd buying it enjoys just running through a season offline, too.
It's not that people hate playing with each other, it's that either a) MMOs cost money over and over each month, or b) the rules are too vague. Many arguments have been made that dollar for dollar, MMOs are pretty cheap. WoW or Warhammer (or pretty much anything following the 'standard pricing model') break down to being about 50 cents a day. For the same cost as a single $60 copy of Dead Space (ooh! space zombies!) that lasts approximately 12 hours from start to finish, I could quest and raid and do whatever in an MMO for about 4 months. Four months is 2976 hours. Obviously, you can't be playing every waking second, but if you could, you could.
In a game like Madden, there are stringent rules in place. It's a game of football. You have four downs to get ten yards or the ball is turned over to the others, and this goes on for four 15-minute quarters. It's pretty straightforward, and there isn't much room to complain about 'playing it wrong'. In Halo, you shoot the other guy until he dies. Again, pretty straightforward. In an MMO, however, there aren't clearly defined goals, or perhaps there are so many that people are going to be overlapping in certain situations chasing separate goals. One person may be out to level trade skilling, while another is looking for world PvP. These two endeavors come into conflict when Larry jumps Dave, who's just picking flowers.
PvE servers have labeled that a foul, and yet, here comes Blizzard turning everyone into Zombies, and suddenly this week is anything goes. People get all upset and complain about it, because it "wasn't what they signed up for", which is actually just not true. When you subscribe to an MMO, you're pretty much agreeing to be playing a game that involves other people, and to me, that's part of the draw. No wait, that IS the draw. If WoW was a single player MMO where I could have henchmen NPCs, it would bore the hell out of me, and I wouldn't bother playing it for more than a day. The fact that every single thing I do will affect (and be affected by) other people is THE BIG DEAL. I remember seeing the purchasable DLC for Oblivion on the Xbox that changed the look of your horse, and thinking specifically 'who cares? no one else will ever see it'. MMOs have effectively destroyed the enjoyment of single player games for me. I don't care about acievements, or having the best PvP shoulderpads, but if I'm running around in a world all alone, it feels pointless.
So back to the point, which is 'why doesn't this same draw attract more people?' WoW has a lot of players, sure, but it still has this negative association with 'normal people who just play Halo'. If WAR could be marketed as not 'elves and orcs questing with occasional conflict', but as an alternate version of Deathmatch with Swords (which it technically is, or can be, at least), would that break the seal and open the floodgates? What needs to change to get more people on board, or is that anything we as players really even want?
I've been out of the loop with WoW, caught up in Warhammer, but I logged into it the other day to chat on vent with a few friends on an old PvP server I left behind long ago. They asked me to bring a toon back, but the only one I could bother moving was locked away on a PvE server. Much to my surprise, they told me that Blizzard has opened the floodgates from PvE -> PvP server transfers.Coming from their numerous adamant threads that they're 'strongly opposed' to it (forum topics decay, and I couldn't find the "never gonna happen" ones that I remember from the past), I was surprised to hear them flip a 180 on the topic.
The community is obviously split on the topic, those having leveled on PvP servers upset, while those leveling in STV with no threat of gankage are thrilled to finally 'get their PvP on' and go gank noobs in Hillsbrad now that they're safely at the level cap. It's silly, because STV and Hillsbrad will have no significance for anyone that leveled there while /wink-ing and /flirt-ing with the opposing faction.
Things like this only further seem to water down the whole WoW experience (triple XP for refer-a-friend, bind on account items that level with you, xbox 360 style achievements). I feel like they're jumping the shark as boldly and ridiculously as they can, just to make way for the 'next big thing'... like they WANT people to roll their eyes at WoW, so when WoW2 launches, no one is left wondering if they should stick with WoW1 (a la EQ and EQ2). My friends that still play WoW offered to get me an account and 'powerlevel me to 70 on multiple toons for the coming of wrath', but the whole conversation just felt wrong... so many people from the old guild had just quit WoW altogether, and here was the few remaining diehards, running around in circles on the bank roof in Ogrimmar as we chatted on vent, eager to drag me back in full force.
I intend to look back into WoW with WotLK, just to see what's changed, but I can't see shifting WoW back into the 'main playtime slot'. I still feel WoW is techically superior to Warhammer in many ways, but it's just been run into the ground. Plus, with a newborn in the house, grabbing an hour or two of playtime when I can means leveling in Warhammer's numerous BGs is a more viable option than scheduling a 6 hour raid slot 3 or 4 nights a week. WoW had it's time, and that time is past. I recognize my leaving WoW doesn't mean the game is suddenly not popular, but the notion of finally caving in on PvE to PvP transfers just makes it feel like the devs feel the window closing, too, and are just pulling out every stop before the game begins to finally wind down. I'm sure Diablo 3 isn't the only project they have in the pipe, and I'm intereseted to see what it is, but WoW's all but done, at least for me personally.




Tobold put an awesome article up a few days back regarding the leveling of Salvaging and Talisman Making, and I won’t pretend that the information I offer here isn’t a horrendous leech of his article. It is. That said, there’s some really good info in there, and if you’re interested in trade-skilling in Warhammer, stop what you’re doing, and go give 
I know this is supposed to be an MMO site or whatever, but I’ve basically just begun to think of it as my personal blog since I’m the only one who posts with any regularity, so suck it up, buttercup. I wanna talk about Little Big Planet, because frankly, that shit be off the heezy, yo.
Ah, tanking. The thankless task of getting beat in the face repeatedly for the good of the group. There’s no such thing as tanking solo; there has to be some other group member you’re protecting for it to technically be called tanking at all. Warhammer announced that old world class pigeonholes such as tanking and healing were going to be pretty much eliminated, and that everyone would be able to just put out huge damage when needed. While I suppose my black orc can do some damage if he straps on a 2-hander, that’s really nothing new. My tank in WoW could do the same, but my entire talent spec is still “increase my hitpoints, reduce incoming damage”. That doesn’t scream ZOMG DPS to me. The worst part about this is that Public Quests refuse to award tanks like you wouldn’t believe, and so tanking them (which someone has gotta do at one point) is just actively shooting yourself in the foot if you hope to earn any bags at the end. 