Just a quick post today – This is exactly the sort of rant I’ve been having over and over again in the last year-or-so, but more eloquently stated in this video by the guys at Extra Credits:
Blizzard’s MMO giant World of Warcraft is now 8 years old and it is finally starting to lose its players, yet it is still the most successful online game out there. A few contenders have come along, but whether they were not as well-made or well-written or just lacked whatever it is that makes WoW great, none of them has been able to take WoW’s crown.
But finally, we may have a contender; a game that I firmly believe certainly should be able to replace WoW at the top; Guild Wars 2. This game has been out for a year now, so I thought I’d take a look at what makes this a potential WoW killer. (more…)
As I’ve already discussed, I am quite happy with the Free-to-Play game concept – where you can create an account, download and play a game for free, but you can buy extra stuff via in-game purchases. The best free-to-play games give unrestricted access to all features, with the upgrades being mostly cosmetic or for convenience. But this week I want to look, not at the concept itself, but at how developers should be handling these so-called micro-transactions and how much they should be charging for these extra services. (more…)
Yes, ashamed as I am to admit it, I am guilty of effectively pissing away three years of my life playing Blizzard’s hugely successful online role-playing game World of Warcraft.
Now, I have never really been a fan of Massively Multi-player Online (MMO) games. I play games online from time to time, but I usually prefer the single player, story- and character- driven experience. EVE, Star Wars Galaxies and others never managed to suck me in, but for some reason WoW kept me interested. This week I wanted to try and work out what it was that made WoW different.