HyenaThePirate said:
The thing I lament is that really the 'wonder and awe' of an immersive game world has been lost to MMO's.
Everything has been pushed into tidy little "zones" that are essentially little valleys with multiple-skinned versions of already existing creatures. Worse, there is little incentive to stray too far off the beaten path on your own... sooner or later a quest-giver in town is going to send you to every single point of interest in the area.
Where is the feel of being part of a wide expansive world? Where is the thrill of exploration, of finding places or vistas that some have never seen and being encouraged to do so. Where is the fun of coming across a cave and upon entering deep into it you encounter some creature that you can battle without a full raiding party with you based on your own skills not the "level difference" and your reward is a chest with a weapon most people in the game didn't know existed?
I think MMO developers need to take a good long hard look back at Ultima Online and Dark Age of Camelot. Those game worlds were more than just an endless chain of mob-killing areas loosely tied together by a myriad of fetch quests. They were living, breathing questing worlds where you could wander (and WONDER!) for hours and days.
I couldn't agree more.
I've always felt that an "epic fantasy world" should never be too convenient as being "convenient" is the same as being predictable and therefore boring.
The best MMO I ever played was a small Mac-only 2D game called "Clan Lord". Instead of focusing on the notion of a constant stream of leveling areas that carts you from one zone to the next, the game had one town where all players resided and the further from town you went, the more dangerous everything became.
I played for years and I never saw the true size of the game world. Sometimes, I'd make suicide runs out into the mountain passes to see how far I could get before I was killed by powerful rock giants. It gave the game a sense of wonder and amazement that I've yet to see repeated. Just how big WAS the world? Only the devs knew for sure.
It was obviously a small community, so I've no idea how well the game would've worked on a grander scale, but I loathe the fact that there just aren't any MMOs out today that truly have the epic fantasy world anymore. Clan Lord went as far as to not even tell people about the new content that was added. The players had to figure it out for themselves. There was no real PvP, either: you could fight each other in arenas, but the primary focus of the game was players dealing with GM-controlled characters and invasions that would occasionally happen.
I see WoW as a huge nail in the coffin of real MMORPGs, ones that actually went the extra mile to present the epic fantasy world you believe you're getting as you start the game. It's the most convenient MMO out there and thus the most played.