One of my readers, Syncaine, started his own blog. And he starts with an interesting topic, comparing World of Warcraft with Ultima Online. Unsurprisingly in that comparison WoW turns out to be a carebear MMORPG. You might get ganked in WoW, but only on a PvP server, and then nobody will be able to loot your corpse. Pffft! Where is the challenge in that? :)
While the description of UO as "it was just an open world with basically no rules. You had no levels, no quests, no instances, just a bunch of forests and mountains with a few towns to explore and make of it what you would" kind of misses mentioning the skill system, which was UO's version of "leveling", Syncaine otherwise has a point. Modern MMORPGs are a lot more user friendly and accessible than Ultima Online. Or Everquest, if you want another comparison. But then, a lot more players play these modern accessible games than did play the old hardcore games. Though part of that might have to do with technology: I first played UO on dial-up, and with local calls not being free here in Europe that landed me with a $500 telephone bill for my first month. :)
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