Searching For The World of Warcraft-Clone

We shall rule the galaxy like father and clone!

In 2004, World of Warcraft was released and changed the face of the MMO-genre as we knew it. Millions of people flocked to the game, driven by Blizzard’s brand and reputation and the now almost legendary streamlining of the genre. At the same time, some critics say, the genre changed for the worse and the “virtual world” became a thing of the past. World of Warcraft was easy, too easy, and by now everybody want a piece of the cake that they set the table for.

From that criticism comes the term “WoW-clone”, a term that describes a game as nothing except a lazy copy of the WoW-formula. Just like the idea of the “WoW-tourist”, a WoW-clone is a derogatory term that has been used against more or less every MMO released since. While World of Warcraft itself copied shamelessly from games that came before it, like Everquest and the DIKU muds that EQ itself took its foundation from, but it is the streamlining and the sudden ease of play that is important here.

It’s an interesting term. Perhaps it is because I’ve taken one of the most hated MMOs to heart that I’ve started to see things differently. For a long time, I had the same ideas – that MMOs were killing my interest in them by too much streamlining – but lately I’ve tried to take what I think is a look at the bigger picture. Is WoW actually killing innovation in our genre? Do developers constantly play it safe?

To find out, I’ve decided to compile a list of some of the most important MMOs that has been released since World of Warcraft was released, including events that happened as a reaction to its sudden popularity (the SWG CU/NGE). Will such a list point towards the end of the virtual world that certain critics seem to believe is happening?

I’m not a fan of the direction Blizzard took the game after Wrath of the Lich King, don’t get me wrong. If there’s one MMO right now that I have no interest in playing, it’s World of Warcraft. I will return in Cataclysm, there’s no use denying that, but I feel that the game as it stands right now does not cater to my tastes at all.

Despite this, the list and my take on these various games will be tainted by a pretty positive outlook. It is not objective. It’s as much an examination for my own sake’s, as for anyone that actually bother to read it through. Also, even if an innovation “failed”, I will try to bring it up – after all, ideas can be a lot better in theory before thousands of real players are released on them.

So, without further ado…behind the cut are the games (in no particular order):


Everquest II concept art.

Everquest II: Everquest II is a tricky beast to put on a list like this, because it shared development time with World of Warcraft. Released in the same year as WoW (actually, only a few weeks before), some of the stuff we take for granted in WoW came to be as a direct reaction to what SOE was doing with EQ2. The basis of the two games are similar, as both build a lot on EQ/DIKU, but EQ2 includes an advanced housing system for both guilds and players, more sandbox features and a different form of factional tension. The graphical design is also a lot more different from World of Warcraft, opting for a more realistic look. Despite the human-sized walking frogs.

Star Trek Online: Love it or hate it, but Cryptic’s STO took ground based missions and added a deep and tactical space combat feature on top. While it does have a leveling system, it’s quite different from the standard DIKU-fare and there’s a lot of customization options available – not only for your own character, but also for the ships and their crew. A crew whose officers you can bring with you on ground missions, with the various members performing different roles.

Star Wars Galaxies Combat Update/New Game Experience: The NGE update to Star Wars Galaxies is probably the best example of a company panicing and trying to “WoWify” their game. 35 different skills that could be learned by all characters became nine specialized classes. Despite this, and the revolt by the SWG playerbase, the game retained its sandbox features such as guild cities and a deep crafting system – making even the “WoWified” version of SWG much, much more complicated and open than the game that it was trying to emulate.

Demon from Runes of Magic.

Runes of Magic: At first glance, Runes of Magic looks like an utter WoW-clone, with the graphics and the overall art design looking like a poor man’s World of Warcraft. But Runewaker have been working hard to add more and more features to their games, including a rewarding housing system (with some inspiration from EQ2, SWG and Final Fantasy XI), different PvP systems, horse races and a slew of other gameplay modes. It’s still very much entrenched in DIKU-land, with a dual-class system added on top.

Vanguard: Poor Vanguard, it hasn’t had an easy run. Originally hailed by some as the “real” Everquest 2, the game failed to deliver a coherent experience at launch (hard to be coherent when the client/servers keep crashing). Telon, the world of Vanguard, is huge though with tons of places to explore and tons of content to wade through. Also very much DIKU-based, the game includes non-instanced housing for both guilds and players, the Diplomacy card-game and one of the best crafting systems in the MMO-genre (with only SWG and Ryzom coming close).

Warhammer Online: For some, including former Mythic CEO Mark Jacobs, WAR was seen as the first game that could potentially dethrone WoW, which it has failed to do. The graphical design of the game might in many places be similar to WoW’s, but it also is very true to its Games Workshop source material. Drawing its main inspiration from Mythic’s first MMO Dark Age of Camelot, WAR was much more PvP oriented than WoW and tried to make PvE more interesting by having strangers work together towards a common goal in the so called Public Quests. Also, the game allowed leveling through PvP – personally, that was my preferred way of leveling my characters while playing the game.

Age of Conan had a lot of breast...blood! I meant blood!

Age of Conan: Funcom tried a lot of things with Age of Conan. At released not all of the things the developers had talked about made it in, but we got a combo-based combat system that relied a lot more on positioning than previous games, beautiful (and demanding!) realistic graphics, player made cities and a very different take on crafting. It also went down a more mature route, featuring a lot of blood and nudity in order to stay true to the Conan-lore.

Allods Online: By now, Astrum Nival (the developer) and gPotato (the publisher) should not be strangers to controversy since Allods Online has been dodging it from day one. While the graphics are almost shamelessly inspired by World of Warcraft, AO has some interesting races, a big focus on PvP and Astral Ships that guilds can build and need to co-operate to steer.

Lord of the Rings Online: A lot has been said about Lord of the Rings Online playing it safe and copying a lot of the World of Warcraft-formula. In some ways that is true, but it does add a lot to it as well – a long, epic storyline that sees the player following the progress of the Fellowship, patched-in player owned housing, a deeper crafting system and a totally different world design and graphical design philosophy. While it is very true to its DIKU-roots, the whole feel of LotRO is very different from WoW.

Aion: NCsoft pushed hard for Aion, and the hype machine started rolling early. While I believe the system was inherently flawed in itself, the flying was supposed to add a new dimension to the game – both in PvE and PvP, the latter being the actual main focus of the game. It pitted the players not only against each other, fighting for dominion in the Abyss, but added a third NPC faction into the mix.

Fallen Earth: We clearly don’t have enough post-apocalyptic MMO games. Fallen Earth do have levels in a sense, but you are free to form your character in whatever way you see fit (and have the ability to completely gimp yourself in the process). Actual gameplay is more reminiscent of Star Wars Galaxies than any other game, and the time-based and deep crafting system does a lot for the title.

Champions Online: One of the few superhero-themed MMOs on the market, Champions Online probably stole more from its predecessor, City of Heroes, than from WoW. The game might have had levels, similar to most other MMOs, but with highly customizable power sets and costumes at least it offered players the option to play exactly like the superhero they wanted.

My old TR character, during an outpost attack.

Tabula Rasa: Tabula Rasa tried to do a lot of things at the same time. It wanted to be a shooter-MMO with a world that shifted and changed due to constant attacks by an alien enemy. It added the concept of “clones”, where you could go back to a previous version of yourself and make new choices. It wanted to add moral choices to the quests, which would then branch out depending on the choices you’ve made. Also, it was sci-fi. That’s always neat. Sadly, it never got time to shine and NCsoft closed it down.

EVE Online’s expansion packs: EVE is the odd one out here, and the only reason I’m adding it in is because it hasn’t really changed itself to try to grab any players from WoW. It’s still a complicated, team-based, PvP-centric, unforgiving beast of a MMO. In space!

Darkfall: Aventurine’s Darkfall is certainly one of more hardcore MMOs released over the last few years. Skills level up as you use them. Full PvP, with the loser leaving a lootable corpse. Player cities that can be put under siege and be attacked. A non-intuitive (for many, at least, including me) UI. The boys and girls of Aventurine are really hardcore and so are most of their players.

Alganon: Oh! Hello, mr WoW-clone. It’s quite hard to take a game that initially copies even the UI from World of Warcraft seriously. Sorry. Add an art design which is more or less completely ripped from Blizzard, and well…I haven’t played Alganon, it’s the only game on this list I’ve never tried, so I won’t say much more about it. But it did add a skill-training system similar to EVE Online.

The Secret World.

Future titles (SWTOR, GW2, TSW, FFXIV, etc): As usual, there’s a bunch of new MMOs to look forward to – I won’t list them all. But they are all giving a certain spin to the genre. Star Wars: The Old Republic seems to be playing it pretty safe when it comes to the basic game mechanics, using the old tank/DPS/healer-triad and DIKU-modelled levels, but is adding a strong storyline on top. The game will also have a form of player owned housing, with every player getting his or her own ship, even though not much has been said about actual customization. It also adds companions, which we are supposed to develop our own relationships to, and will be fully voiced.

Guild Wars 2 has received a lot of hype recently, and probably with good cause – the game looks really good (Asura FTW!), the developers claim to be challenging all we know is true about MMOs, and Arenanet is approaching quests in a very different way. Exactly how all of this will come together remains to be seen, but at least on paper it sounds extremely promising.

Then there are games like The Secret World, that not only has a unique Lovecraftian-setting but isn’t supposed to feature any levels, and Final Fantasy XIV which looks to draw more inspiration from Final Fantasy XI than World of Warcraft.


Clones everywhere! (and a pretty crap film, too)

First of all, what do most of these games have in common? Certainly, it’s the DIKU-system of leveling. Even Guild Wars 2, that supposedly will do away with a lot of things we’ve come to expect from the genre, features levels. You move through the world, completing quests or missions, and you get experience points. Then you grow in power, can use new equipment, and move on to more dangerous territories.

Of course, and that goes without saying, World of Warcraft wasn’t the first game to use this concept. So that first, and more obvious, point goes out of the window straight away. Experience points and levels do not make a WoW-clone.

So what is it? What we’ve seen over the last couple of years is of course games becoming “easier” – this usually connected to death penalties. I will claim that to bea semi-truism. While dying in a MMO isn’t really as annoying as it once was, there are still death penalties to be found – Vanguard and Runes of Magic both have experience loss, for example. In games like Age of Conan and Star Wars Galaxies you always run the risk of being sent back to where you came from, which can be quite annoying enough thank you.

There’s also the idea that games are getting “dumbed down” to reach the level of World of Warcraft. Several of the games mentioned above are actually more complicated than World of Warcraft, especially when it comes to crafting. Vanguard’s crafting is tough and demanding, SWG’s crafting is still a science despite the NGE, Lord of the Rings Online added a mastery level and takes a lot more time than crafting in WoW, Warhammer Online has gone down a completely different route and Aion uses a crafting system that in some way mixes World of Warcraft with the work orders of Everquest 2 and Vanguard while having a material harvesting system that demands flying.

Let's innovate!

Finally, there’s the idea of a lack of innovation in the MMO-sphere. Perhaps it’s just me, and perhaps I’m approaching this with a much more happy-go-lucky perspective than others, but seeing a bunch of the games that’s been released since WoW like that…it makes me happy. All of them have their own ideas, all of them have added their own twist to the DIKU-formula. While some of them have taken a lot of inspiration from WoW (Runes of Magic, Allods Online, Alganon), and some might be accused of playing it safe when it comes to innovation (Star Wars: The Old Republic), they’ve all tried to do at least something new. Did they always pull it off? No. Did the players always like the new ideas? Hardly.

I’m not sure if the World of Warcraft-clone exists at all (except for Alganon, perhaps). Not even World of Warcraft itself is always as bad as some say it is. The MMO-genre is only a bit more than ten years old, at least as we know it today, and there is still a lot of innovation and ideas out there. A rotten egg here and there might be expected, just look at all the bad copies that always pop up whenever a new Disney-movie comes out, but the pure WoW-clone doesn’t really seem to jump out at me while I listed the games above.

If you’ve managed to make it this far, let me ask you – is any of the games above a WoW-clone? What am I missing? Am I, in my bias, missing something? Is there a piece of the puzzle that I’m glancing over that proves that the MMO-genre is heading down the crapper? Because I can’t see it. I don’t see a lack of innovation, I don’t see companies going the easy way for a fast buck.

I see innovation, I see ways of thinking outside of the DIKU-box. I don’t see clones, I see chances of entertainment and immersion.

Digg This
Reddit This
Stumble Now!
Buzz This
Vote on DZone
Share on Facebook
Bookmark this on Delicious
Kick It on
Shout it
Share on LinkedIn
Bookmark this on Technorati
Post on Twitter
Google Buzz (aka. Google Reader)


  1. Scopique says:

    Go back far enough, and everything is a clone of something. In my mind, the only people who lose out are those who REALLY want something different. I don’t mean people who want to sound superior because it’s “cool” to hate on whatever the flavor of the month is because it’s too much “like WoW”, but because there’s some genre out there, or gameplay that has yet to receive treatment that a person really, really wants but won’t get because everyone’s dazzled by the potential to secure WoW-type subscriber numbers if they can just come up with that right blend of high fantasy DIKU formula.

    If companies think that they’ll sypon off even a small percentage of WoWies by cleaving close to it’s design while putting it’s own “spin” on it, then they’re not going to consider making something ground-breaking. This would be where we’d turn to the overhead projector to talk about financial risk-versus-reward, but that argument path has been trod enough times that we need not go into depth here.

    • Petter says:

      Sure, they absolutely lose out. But is that WoW or the DIKU formulas fault? I mean, even Guild Wars 2 – that is supposedly breaking with a lot of the MMO tropes – uses a leveling system similar to DIKUs.

  2. SynCaine says:

    “If you’ve managed to make it this far, let me ask you – is any of the games above a WoW-clone? What am I missing?”

    It’s not that a game has to be a 100% WoW-clone (Alganon) to be a WoW-clone, it just has to have enough WoW-influence to affect it in a negative way (which that itself is highly subjective to anyone outside of the dev team).

    For example, WAR having so much PvE content in itself is not bad, but when you consider that instead of creating all those PvE areas Mythic could have used the time to perfect RvR, or spent more time going off what made DAoC work rather than trying to mix DAoC with WoW, that makes for a negative impact to the game.

    • Petter says:

      Didn’t DAOC have a lot of PvE, even before the Atlantis-expansion? I’m asking since I never played DAOC. :)

      I agree that Mythic did a lot of design mistakes with WAR. I don’t like the tiered system personally, and since I only played it for the RvR I wish they had put more work into that. But just because they wanted both PvE and PvP, does that automatically mean they tried to copy WoW? Couldn’t it just be because they wanted to attract both kinds of players, or set up adventures in the Old World – a quite popular fantasy world in its own right, where I would love to go on dramatic adventures.

      • Blue Kae says:

        Yes, DAOC had a bunch of PVE content. Basically the first 20 (?) levels were all PVE before you were able to get into the contested areas. Even then, it quickly became a requirement to be at the max level for whichever “battleground” (I forget the DAOC term) you were in to be able to be effective.

  3. Yeebo says:

    What would make a fantasy MMO not a “WoW clone?”

    FFA PvP? Hate it.

    Forced grouping? That sucked in 1999, it still sucks.

    Harsher death penalities? No thanks. Just running back from the graveyard is plenty annoying as it stands.

    Questless progression based soley on grinding mobs? Not a game I will play unless I am getting paid for it.

    Contentless “let the players make their own fun” sandbox design? Certainly not my cup of tea, and hard to believe such a game will ever do better numbers than EVE.

    I just don’t see a lot of options for really drastically departing from the DIKU formula that don’t automatically make a game a niche product I personally would never consider playing. You can add new stuff to it (progression paths outside of combat, deeper crafting, ect.), but that doesn’t get you any credit…you’ll still be labeled a “WoW clone.”

    • Petter says:

      You can add new stuff to it (progression paths outside of combat, deeper crafting, ect.), but that doesn’t get you any credit…you’ll still be labeled a “WoW clone.”

      Yeah, that’s kind of what I’m thinking as well.

    • smee, T says:

      “FFA PvP? Hate it.”
      Is there such a thing?

      “Forced grouping? That sucked in 1999, it still sucks.”
      WoW has one of the strictest forced grouping styles, not only do you NEED five players, but it is so easy to get that extra random player that you is practically forced onto you.
      Or are you talking about grouping that isn’t forced, but content that is hard that it is better to team up?

      Again, are you sure you know what you are talking about here?

      “Harsher death penalities? No thanks. Just running back from the graveyard is plenty annoying as it stands.”

      It isn’t about harsh death penalities, it is about ones that make sense within the context of the entirety of the game. There will always be punishment for bad playing, but death penalities are complex things that are much more then a scale from hard to easy. Obviously you are too simple minded to figure this out.

      Running back to your body is annoying, because there is not much meaning behind it. It means time out for the player, but much of WoW is to the point where the time out is meaningless. Battlegrounds, you die, then 5 seconds later respawn and fight again… and you may enter the fight almost immediately if others are fighting at your graveyard. Also what is happening in other areas of the game matters as well, e.g. battle rezzers, or how easy the game is. If the game is so easy that death almost becomes impossible, or it won’t matter even if the player DID die, then again… Death just becomes annoying rather then having meaning.

      “Questless progression based soley on grinding mobs? Not a game I will play unless I am getting paid for it.”

      Again, again, do you know what you are talking about here? If a good game DID give away to quests, then it would do so in an effective manner… In a manner in which made sense. Quests are not at all required if devs can think outside of the box and find new and interesting solutions.

      “Contentless “let the players make their own fun” sandbox design? Certainly not my cup of tea, and hard to believe such a game will ever do better numbers than EVE.”

      You are judging potential future games based on your own ignorance of the here and now. Just because many current sandbox (or ‘make your own fun’) games do not work effective, doesn’t mean someone won’t make them work. Either way, I don’t anyone has said ‘make your own fun’, because your fun is about what the devs have put in there in the first place. So it is about the devs making a system where you can make your own fun.

      • rowan says:

        Way to criticize without actually contributing anything, smee.

        There is FFA PvP, in WoW Gurubashi is just one example.

        Not sure what forced grouping is outside the WoW instancing and LFD scenario. Did EQ do this? I turned off auto-grouping in STO, partly because there was always some clown taking all the crafting mats as we ran the mission.

        Death penalty? Hmm, not many solutions have I found, other than not calling it death at all, like LOTRO and STO ground missions. The problem with creating “meaningful death” in any game is that death IRL is so permanent. I suppose you could shorten the level grind so that creating a completely new character after losing your current one to death would be an option. How about specific injuries, rather than a general HP system. You’d end up with an extremely complex and potentially unwieldy wound system. Remember most injuries that involve sword and/or guns will be debilitating for the remainder of the fight, at best. I would question whether you even know what meaningful death is, smee. It’s a game remember? No matter what game you are talking about.

        I agree with Yeebo about the questless grinding for XP. I certainly would not stay with a game for any length of time if I discovered that sort of mechanic involved. For me Quests represent the story of the game, which is the reason I am playing the first place, to follow the story, killing boars in the forest for no reason other than XP is asinine.

        “Quests are not at all required if devs can think outside of the box and find new and interesting solutions.” Again, looking for an actual alternative solution from you. If we are talking about just about any genre of fiction, quests are at the heart of the plot. Heck even RL is full of “quests.” though we usually call them tasks or assignments or some such. They are goals to achieve. IIRC, questing and leveling predate all computer games, starting with tabletop RPGs and arguably, regular boardgames. There is always a goal in a game, usually it is to win in some way–or at least to prove that you have made progress.

        I have no experience with sandbox games, except maybe RTS style freeplay. But I know that EVE does not appeal to me, both for the PvP and the extreme penalty for death/failure. If this is held up as an example of sandbox, then count me out as well.

        I like the persistence of the Worlds in MMORPGs. It is the reason I play. I am not particularly social when I play preferring solo quests with only the occasional group interaction. OTOH, I do like that the social interaction is possible. And I have fun playing and chatting people from my guild/fleet/group. People need to remember that WoW for all its faults is extremely popular precisely because Blizzard made a conscious effort to rectify complaints people had with previous MMOs. They have a rich epic plot to rival any major book series, and players get to participate to a greater or lesser degree in this history. I have enjoyed it immensely, just as I enjoy STO and to a lesser extent, AoC. It might be “showing its age”; but I, for one, am looking forward to Cataclysm, and I am willing to try, at least, anything else that comes along that promises to deliver a similar or better experience.

  4. SynCaine says:

    Compare pre-WoW MMOs diversity (UO, EQ1, AC1, DAoC) to post-WoW games (LotRO/AoC/WAR/Aion). See the difference?

    • Petter says:

      But all of the games you mention – LotRO/AoC/WAR/Aion – offer quite a lot of diversity, don’t they? Of course WoW influenced the genre, that’s not in question, but those games are quite different from each other. I guess LotRO would be the game closest to World of Warcraft in game mechanics, but completely different in tone.

  5. Burtimus says:

    Pardon my amusement at the use of DIKU/MUD/MOO as the baseline from which WoW and its spiritual siblings descend. The DIKU model itself is derived from the paper and pencil games that came before it. Whether level-based (like Dungeons & Dragons or Chivalry & Sorcery), skill-based (Traveller and RuneQuest come to mind) or some sloppy combination of the two, it all predates the DIKU model.

    What I find interesting is that the P&P world is facing its own crisis of simplicity. Witness the tremendous change between D&D v3.5 (a rules lawyer’s dream) and D&D v4.0 (itself a WoW clone). Interesting.

  6. [...] of course, but highlights a point I was getting at yesterday, and relates to a post over at Don’t Fear the Mutant that I commented on. How is it that the first ‘real’ MMOs were all so distinct, so varied, and [...]

  7. Petter says:

    Decided to remove some comments by a poster who clearly liked to discuss by being an ass and insulting people. I’ll leave this part of the comments, though, because this is the part that one can discuss.

    There’s a difference between nitpicking from tiny, insignificant differences and something that is clearly something else. MMOs like Ultima Online, A Tale in the Desert, Shores of Hazeron, Faery Tale Online, Cantr, Mortal Online, and Darkfall play VASTLY different from a game based on WoW/EQ mechanics.

    People like to categorize things, it’s called human nature. That’s why we have games called First-person shooters, RPGs, Platformers and Puzzle games. It just so happens that people have classified a sub-genre of MMOs, “WoW clones” because they look, feel and play so much alike. There’s nothing wrong with that.

  8. Blue Kae says:

    Lot’s of good points already both in the article and the comments. My opinion is pretty close as well. If you reduce any of these games enough then, yes they’re all the same, but that’s true of crime procedural TV shows as well or epic fantasy novels, Greek mythology, etc.

    DikuMUDs have become the basis for MMOs because they mesh with the technology well. Pen and paper RPG’s were always about telling a story, but when RPG’s move to the computer that was tough to do. Combat was hard to do in PnP since there was a lot of record keeping involved, but easy to do on computers.

    As far as the “WoW clone” term, it comes down to people needing to classify things, but also to a general laziness about communicating. It’s much easier to just call a game a clone or call someone a fanboi than to actually try to debate or converse with someone.

  9. Great article, Petter.

    I agree that there probably isn’t as much “cloning” of WoW as critics would like us all to believe. Ultimately all MMORPGs share a lot of similar mechanics because they are all derived from the same source material. I suppose it would be like calling every FPS a “Halo clone”.

    I think part of it is that WoW brought attention to the genre like no other game had before it and thus it’s always going to be a benchmark because of that fact. Also, I do think a lot of games have directly copied some of WoW’s features (quest indicators and quest grinding for example) which Blizzard introduced. Although they hardly comprise enough of the game to really merit the term “clone”, they are impactful enough to allow us to see the similarites.

    For me, Blizzard introduced a new way of approaching the MMO from a casual perspective and that’s the core feeling that a lot of new developers have tried to copy. It’s success has also made it more appealing to stick to the very traditional MMORPG model rather than try to innovate on any of the features and that’s the thing that people seem to blame WoW for. As I’ve said before though, that’s hardly Blizzard’s fault.

  10. Stirling says:

    I think that people should just ignore WOW when they make a game. Just pretend that immense smelly elephant is not standing on your couch, squishing it into putty. Why? Because WOW is an aberration, a fluke that has built upon itself mounds of success. No one thought WOW was going to be as huge as it did, and we are still surprised at its success.

    Developers need to understand they are not going to reach WOW’s success, ever. They should not strive for it. Bioware I think is reaching for far too lofty a goal, but then I will buy the game when it comes out. However Funcom, Mythic – they’re all trying to get a piece of the WOW pie. I think they should offer something players can’t get in WOW, and extoll that. Don’t say – hey guys! Its like WOW!

    I play Fallen Earth and DND Online mostly, both of which are pretty different from the standard WOW-ish fare. I don’t think there are any WOW clones out there (Alganon however…).

    I think the major issue with MMOs is the same major issue as Roleplaying games. MMO players are total fannerds who are the whiniest, most self-absorbed lot around. Seriously, they bitch and moan on the forums and are never satisfied. Oh this game isn’t perfect… wah wah wah. They like making ludicrous blanket statements and pout and whine. The same is true with RPG players. Same thing – 4e is dumbed down… 3.5 is a cashcow… blah blah blah blah. All they ever do is complain. I’d like to see someoner extolling a game’s accomplishments rather than bitch about its failures.

    Here’s a suggestion to mmo players. Don’t live your life in the game. You were not made to look to one form of entertainment for your sole enjoyment. An MMO will get burned out if you play it too much. Slow the crap down, go outside a bit, and enjoy the game’s leveling.

    • rowan says:

      Excellent point, Stirling. “Slow down.” When did RPGs become a race to the highest level? Was it before or after MMOs hit the market? I have played STO for about seven months now, I still enjoy it when I can play, and I am about halfway through the Captain levels with one toon and barely a Commander with the other–not mention a third Klingon faction toon. There are many who reached the pinnacle within a couple of weeks, and then complained that there wasn’t enough content.

  11. Nils says:

    Copy/paste the EVE Online concept into a fantasy game and you have a wonderful MMORPG that is not a WoW Clone at all. At least from my point of view :)

    There are several features that can make a game not a ‘WoW clone’:
    - Player-run market
    - Player-controlled territory
    - Player-made laws
    - Housing
    - Creation/Destruction of structures in the world
    - Travel with drag, that is: no teleports
    - Meaningful trade
    - Harsh regions
    - No exponential character power progession
    - interesting/rare/meaningful character death
    - …

    And last, but not least:
    There is difference between merging the features of several games into one game (Blizzard did this with WoW) and copy/pasting almost all features from one game.

  12. Muzyka says:

    There are thousands of pages of the same kind on the net, however solely your one includes content I’ve been searching for. I’m sure I’ll be visiting it frequently! I add the site to my bookmarks!

  13. richard says:

    uhmm everquest 2 is not a clone of wow

  14. Ian Bell says:

    Thanks a lot for this beautiful post.It’s so attractive & enjoyable post.I’ve enjoyed it so much & also so glad to read this post.Friends,
    World of Warcraft (WoW) is a massively multiplayer online role-playing game.It’s the fourth realeased game set in the fantasy Warcraft universe.
    It’s a very exciting,interesting & enjoyable game.You can collect gold by playing this game.You can also sell these gold.For this you need enough
    time.But waste extra time’s so harmful.For this reason you can use bots for this game & collect 5-10k gold per hour.There are some kinds of bot for
    this enjoyable game.They are….Wow bots,wow hacks,wow leveling bots,wow pvp bots,wow gathering bots,Diablo3 bots etc.May be you are thinking why you
    use these bots.You can use these bots to stop grinding,pvping,farming & fishing endlessly,stop doing long quests & dailies,stop purchasing powerleveling,
    gold & crappy guides & reward yourself with botting to boost your character’s level,gold & finally hours.It’s very helpful because it helps more time to
    attend in your real life,don’t fallbehind friends or guide members,skip the long & boring grind,own our arsenal of high level characters.Always have more
    than enough gold at your disposal & earn real money by farming gold.
    So,you can decide now…Do you want to use these bots?If you want to use bots for wow gaming then you must


    and get bots easily.So don’t miss this & start gaming by bots.You must enjoy this game & can earn more money.

  15. C.G INC located in putian, China, with complete system of designing, developing and production. Our main business is jordans department, are making shoes for ladies, men, and children, with good quantity and competitive prie.please kindly check our sells offer, you may find many good shoes. Main shoes:jordan shoes,nike air max ,gucci ,lv shoes sport shoes, sneaker, snow shoes, skateboard shoes, Material: Leather, PU, canvas, suede, etc.

  16. Adelaida says:

    This design is spectacular! You definitely know how to keep a reader entertained. Between your wit and your videos, I was almost moved to start my own blog (well, almost…HaHa!) Great job. I really loved what you had to say, and more than that, how you presented it. Too cool!|

  17. He has no clue and for me, I’m really bad at keeping surprises for a looooong time. I had to keep my big fat mouth shut for 2 freaking months and I told NO one, afraid anyone may let out something to him.
    Cheap Oakelys Sunglasses

  18. uggs direct says:

    Hi there would you mind letting me know which web host you’re using? I’ve loaded your blog in 3 completely different internet browsers and I must say this blog loads a lot quicker then most. Can you suggest a good internet hosting provider at a honest price? Thanks a lot, I appreciate it!
    uggs direct

  19. I absolutely love your blog and find almost all of your post’s to be what precisely I’m looking for. can you offer guest writers to write content available for you? I wouldn’t mind writing a post or elaborating on a number of the subjects you write concerning here. Again, awesome web site!

  20. First of all I want to say fantastic blog! I had a quick question that I’d like to ask if you do not mind. I was interested to know how you center yourself and clear your mind before writing. I’ve had difficulty clearing my mind in getting my thoughts out. I truly do take pleasure in writing however it just seems like the first 10 to 15 minutes are wasted just trying to figure out how to begin. Any suggestions or hints? Many thanks!

  21. Hmm is anyone else encountering problems with the images on this blog loading? I’m trying to find out if its a problem on my end or if it’s the blog. Any responses would be greatly appreciated.

  22. Today, while I was at work, my cousin stole my iPad and tested to see if it can survive a 25 foot drop, just so she can be a youtube sensation. My iPad is now broken and she has 83 views. I know this is totally off topic but I had to share it with someone!

  23. I am really loving the theme/design of your website. Do you ever run into any internet browser compatibility problems? A handful of my blog visitors have complained about my website not working correctly in Explorer but looks great in Firefox. Do you have any suggestions to help fix this issue?

  24. My spouse and I stumbled over here different page and thought I might check things out. I like what I see so now i am following you. Look forward to looking over your web page for a second time.

  25. Heya! I realize this is somewhat off-topic but I had to ask. Does managing a well-established blog such as yours require a massive amount work? I am completely new to writing a blog but I do write in my diary on a daily basis. I’d like to start a blog so I can easily share my experience and views online. Please let me know if you have any kind of suggestions or tips for new aspiring bloggers. Appreciate it!

  26. When I originally commented I clicked the “Notify me when new comments are added” checkbox and now each time a comment is added I get three e-mails with the same comment. Is there any way you can remove people from that service? Thank you!

Copyright © Don’t Fear the Mutant
Virtual worlds, massive multiplayer games and assorted ramblings

Built on Notes Blog Core
Powered by WordPress