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Thinking about the Titan announcement I think Blizzard should make a WOW 2.0 taking the same land, races, lore etc but make it more open like Skyrim.**
It could still have a hand-holding linear quest game inside it by having a tick box at character creation - on by default - that spawned quest pointer NPCs in a linear chain but people who hated that could switch it off.
It could incorporate the best bits of gatherer/crafting systems from other games e.g. Ryzom (gathering), SWG (gathering, recipe depth, experimentation and customization), EQ (recipe depth) and maybe Archeage (too early to tell) plus other non-combat activities for people who get bored of combat all the time.
It could also have a more engaging class system based on choosing a limited number of blocks of skills like SWG or Archeage (or sort of Skyrim) where you can combine any 3 blocks out of 10 or any 5 blocks out of 12 or whatever. There would still be "classes" of a sort based on common combinations of blocks e.g. a "knight" might be the attack, defense and captain (buffer) blocks, a ranger the archery, wilderness and melee attack blocks etc.
That way they keep all that investment in their world.
(** A game like that needs mobs to give exp in a reasonable proportion to quests so any particular quest is more optional than they are now plus lots that start in the wilderness which players can stumble across, also make all the settlement "kill ten rats" type quests into "rats/wolves/goblins are an ongoing problem" tasks where you get exp for each rat tail, wolf tail, goblin necklace you bring back or make them repeatable daily. "Quests" that are part of the world's daily life should be repeatable tasks and missions imo and not quests, quests should be an actual quest (and maybe only have one quest at a time).
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You stay sassy!
which means another 3-4 years for 2 more xpacs lol They'll let it bleed until bled dry then make the players suffer until they "finish" the next xpac. At least that's what happened to me during MoP. I know they added new raids n such but... one gets tired of the same raids over and over and no new dungeons. bleh. Warlords will have to stun me into keeping me.
Yeah I hear ya'. I've been unsubbed for the last 6 or 7 months because I didnt feel like raiding SoO a million times over. I may resub in the next day or 2 so I can claim the new horde chopper mount before the promotion expires. Then I'll probably just stay subbed since WoD will be coming soon.
-Unconstitutional laws aren't laws.-
It was called Cata
Well, OK, maybe 1.5 Anyway, my point is that WoW 2.0 would most likely meet the same fate as Titan.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
I think it would be the personification of rightness.
This is nothing like WoW; more importantly, everything listed here would make the sequel ten times worse than the original.
That said, it'd be pretty much in line with the sequels being put out today.
"This is nothing like WoW"
Apart from keeping the world and the lore they spent years creating.
That's the main idea behind the post - how could they reboot the IP while retaining all that investment.
Reboot the IP to make a worse game...? Makes no sense.
Tbh, i fail to see how this game (WoW MoP) can become any worse than what it is right now.
EDIT:
Oh wait, i can..
All skills are changed to AoE and every now and then someone yells "Challenge begins!"
Why worse? I mean I know it's personal opinion but if you're going to say his ideas are bad at least explain why. I think the game he's describing sounds way better than current WoW. Who knows, it could be the first Blizzard I may even play for more than 2 weeks..:)
"Less popular" would be a more objective term.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
No game has ever tried to combine all these features together in one so you can't say objectively how popular it would be. If you want to say it'd be a risky move I'll agree with that.
This game already exists. It's called Lord of The Rings Online and it isn't as great as you would think.
There are only 3 things a WoW 2.0 would need to bring me back.
First, a return to group quests in the open world. Bring some challenge back in the leveling process. You should be able to solo your way to level cap if you want, but you shouldn't be able to solo EVERYTHING. There should be a return to quests and questlines that involve a group and/or raid to complete. In other words, just increase the overall difficulty of the leveling process.
Second: Update the old world design to include graphics that are on par with the newer zones in the game like what we see in Pandaria. Since the game would be built from the ground up as opposed to improved on an already existing graphical design, might as well make all the zones look as good as Pandaria looks.
Third: Do away with the current skill system. Not to Archeage's system, though, because that makes no sense for a game whose identity is tied in directly to its iconic classes. But to a return to TALENT TREES. Big, complex, bloated talent trees like they had during the WoTLK expansion. I realize this promotes cookie-cutter endgame builds, but I don't give a shit. That's the price you pay for being a raider/theorycrafter. I want big, massive talent trees in which, at least during the leveling process, I can fool around and distribute points how I see fit. The current skill system they have is an abomination, and the dumbing down of the skills/talents that they started since Cata really ruined the game for me.
The problem with big skill trees is that it clashes with games that use the power is progression mechanism for player progress. The only answer to the problems with that system if you choose to maintain it is to simplify the variables that need to be balanced, i.e strip out skills and then constantly firefight with stat patch/hacks. Even then the problem with WOW is the whole game is centralised around the idea of solo performance - therefore there's no room for allowing variance in performance - if a build is not in the top x% in performance then the build is shunned - therefore large skills sets are pointless.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
The class freedom idea won't work in a WoW 2 game because Warcraft has lore and rules on classes. For example a paladin can't have evil skills or skills that would disarm somebody. If they do, that would go against the lore, which is a strong point for Warcraft MMOs I would assume.
Philosophy of MMO Game Design
It makes perfect sense to re-use the IP. The question is how.
Worse game - Morrowind / Oblivion / Skyrim style games are worse? I think not.
Assuming a more Skyrim type version of WoW would be less popular is objective? It might turn out to be true but assuming so from the beginning sounds pretty subjective to me.