Today, we have an exciting video to react to. It's from Ion Blaze, one of the best Everquest content creators on YouTube and a close friend of mine. The video answers the question: "Did Everquest Players Hate World of Warcraft?" If you want to watch the original video, I've linked it in the description below, so make sure to check it out!
@IonBlaze1
• World of Warcraft's Biggest Hater?
At the beginning of Ion Blaze's video, he touches on a sentiment that I can definitely relate to. Back in the day, I was deeply immersed in Everquest and a huge fan of the game. When World of Warcraft was announced, I felt a mix of emotions. On one hand, I was upset that it might mean the end of another game I loved, Warcraft 3. But WoW also felt like a threat to my MMO of choice, Everquest.
There was also this perception among Everquest players that WoW was "easy" compared to the challenges of EQ. It boasted faster leveling and the ability for everyone to solo. This led to labels like "dumbed down" and "for kids." However, in hindsight, I realize that Everquest was also played by many of us when we were kids. So, perhaps, it was more of a fear of a game overtaking Everquest's market dominance, even if we couldn't fully articulate it at the time. The massive beta tests and media attention surrounding WoW definitely added to that fear.
Around the oneminute mark of Ion Blaze's video, we find out that he has never actually played WoW, and this video serves as his firsthand research.
For many of us, myself included, World of Warcraft marked the beginning of the end for the socalled "sandbox MMO" genre. The term "sandbox" had a different meaning back in the early 2000s, emphasizing the freedom to explore and play the game in various directions. Games like Ultima Online, Everquest, Star Wars Galaxies, and DAOC didn't push you from quest hub to quest hub for experience. Advancement was often more horizontal or centered around groupbased activities.
WoW, on the other hand, introduced a clear and linear path to follow. It emphasized questing to gain levels and earn rewards. This departure from the more openended approach of sandbox MMOs had a significant impact.
Skuz, one of the respondents featured in Ion Blaze's video, touches on a crucial difference that frustrated EQ players. I noticed it myself when I started playing WoW. However, here's where I might make a controversial statement: the lack of community in WoW may be partially our own fault. While WoW did introduce solofriendly mechanics, key components of the game remained highly social. Classic WoW didn't have automated group finders or raid finders. Guilds played a crucial role, and talking to players who started with WoW reveals that they built strong friendships and communities within the game. It's possible that many of us, including myself, stopped at the soloing aspect and missed out on the more social elements of WoW's launch in 2004 due to preconceived notions.
As MMOs evolved, they faced challenges in maintaining the delicate balance between growth and social interaction. In the case of Everquest, the social aspect has waned, even in its strongest category. Players like myself eagerly await new progression servers, as they provide a boost to the game's social fabric. Yet, even on those servers, we see players indulging in solo play with multiple boxed characters, undermining the organic socialization that made EQ special.
In WoW, this shift has occurred at an even greater magnitude. Crossrealm randomized groups, massive AoE destruction reminiscent of Diablo, and a predominantly solooriented questing experience have taken precedence. Both games have focused on specific gameplay aspects while neglecting the social elements that define MMOs. They have grown and lost simultaneously, showcasing the challenges faced by MMOs that have been around for decades.
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