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	<title>Comments on: No MMORPG Will Ever Beat World of Warcraft</title>
	<atom:link href="http://doublebuffered.com/2009/07/14/no-mmorpg-will-ever-beat-world-of-warcraft/feed/" rel="self" type="application/rss+xml" />
	<link>http://doublebuffered.com/2009/07/14/no-mmorpg-will-ever-beat-world-of-warcraft/</link>
	<description>A Programmer's View of Game Design, Development, and Culture</description>
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		<title>By: With Cataclysm, Blizzard took the World out of Warcraft &#171; Double Buffered</title>
		<link>http://doublebuffered.com/2009/07/14/no-mmorpg-will-ever-beat-world-of-warcraft/#comment-1488</link>
		<dc:creator><![CDATA[With Cataclysm, Blizzard took the World out of Warcraft &#171; Double Buffered]]></dc:creator>
		<pubDate>Wed, 29 Dec 2010 01:15:02 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=241#comment-1488</guid>
		<description><![CDATA[[...] max or pay $30 and abandon my existing friends to set up a server transfer. 18 months ago I said no MMORPG would ever beat WoW, but it looks like World of Warcraft is on it&#8217;s way to killing the genre itself, by [...]]]></description>
		<content:encoded><![CDATA[<p>[...] max or pay $30 and abandon my existing friends to set up a server transfer. 18 months ago I said no MMORPG would ever beat WoW, but it looks like World of Warcraft is on it&#8217;s way to killing the genre itself, by [...]</p>
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		<title>By: Soloist</title>
		<link>http://doublebuffered.com/2009/07/14/no-mmorpg-will-ever-beat-world-of-warcraft/#comment-1350</link>
		<dc:creator><![CDATA[Soloist]]></dc:creator>
		<pubDate>Mon, 18 Oct 2010 06:36:59 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=241#comment-1350</guid>
		<description><![CDATA[Writer, socializing in mmorpgs like WOW sucks. I use hacks and cheats to solo and I love the game but I hate grouping with strangers and I have an actual life so I don&#039;t get to play often, and am not in a guild.  Socializing sucks in mmos unless you are a troll. I actually prefer the duo option but not grouping with strangers and like I said I don&#039;t want to get to know people online, I don&#039;t need more friends.  I just wish some crazed fan would commit an atrocity against a developer who thinks grouping is &quot;good&quot;  and  shake things up. Then the whole &quot;model&quot; would change and they&#039;d scale everything so people could solo or group but not be forced to do one or the other.]]></description>
		<content:encoded><![CDATA[<p>Writer, socializing in mmorpgs like WOW sucks. I use hacks and cheats to solo and I love the game but I hate grouping with strangers and I have an actual life so I don&#8217;t get to play often, and am not in a guild.  Socializing sucks in mmos unless you are a troll. I actually prefer the duo option but not grouping with strangers and like I said I don&#8217;t want to get to know people online, I don&#8217;t need more friends.  I just wish some crazed fan would commit an atrocity against a developer who thinks grouping is &#8220;good&#8221;  and  shake things up. Then the whole &#8220;model&#8221; would change and they&#8217;d scale everything so people could solo or group but not be forced to do one or the other.</p>
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		<title>By: Sistema de Combate - Programacion de Juegos MMORPG</title>
		<link>http://doublebuffered.com/2009/07/14/no-mmorpg-will-ever-beat-world-of-warcraft/#comment-669</link>
		<dc:creator><![CDATA[Sistema de Combate - Programacion de Juegos MMORPG]]></dc:creator>
		<pubDate>Thu, 30 Jul 2009 22:09:37 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=241#comment-669</guid>
		<description><![CDATA[[...] articulo de Raph Koster explica detalladamente en qué consiste esta mecánica. Véase también este reciente artículo donde se explican algunos detalles sobre cómo funciona el combate en  Worl...). Por si no lo conoces, Raph Koster es quien escribió el libro Una teoria sobre la diversión, el [...]]]></description>
		<content:encoded><![CDATA[<p>[...] articulo de Raph Koster explica detalladamente en qué consiste esta mecánica. Véase también este reciente artículo donde se explican algunos detalles sobre cómo funciona el combate en  Worl&#8230;). Por si no lo conoces, Raph Koster es quien escribió el libro Una teoria sobre la diversión, el [...]</p>
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		<title>By: ...</title>
		<link>http://doublebuffered.com/2009/07/14/no-mmorpg-will-ever-beat-world-of-warcraft/#comment-663</link>
		<dc:creator><![CDATA[...]]></dc:creator>
		<pubDate>Wed, 22 Jul 2009 18:41:10 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=241#comment-663</guid>
		<description><![CDATA[WoW is failing slowly now... i feel sorry for them ... i canceled my acc yesterday and bought GW ... i though i was playing GW for 1 hour but guess what? i played it for 5 hours and forgot about my Work :( i hope my manager doesnt say anything]]></description>
		<content:encoded><![CDATA[<p>WoW is failing slowly now&#8230; i feel sorry for them &#8230; i canceled my acc yesterday and bought GW &#8230; i though i was playing GW for 1 hour but guess what? i played it for 5 hours and forgot about my Work <img src='http://s0.wp.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' />  i hope my manager doesnt say anything</p>
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		<title>By: Kldran</title>
		<link>http://doublebuffered.com/2009/07/14/no-mmorpg-will-ever-beat-world-of-warcraft/#comment-662</link>
		<dc:creator><![CDATA[Kldran]]></dc:creator>
		<pubDate>Fri, 17 Jul 2009 08:33:46 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=241#comment-662</guid>
		<description><![CDATA[When I read the title, my first thought was that the main difficulty in beating WoW, is that to do so would really require that the game increase the size of the player base by bringing in new players. That is what WoW did, and how it got so big. Expanding the base again, would require either an ingenious trick, or a lucky gamble on something odd. Such success is not something that can be planned. (Nintendo won with the gamble on it&#039;s Wii, and DS)

Regarding the RTSMMO, I&#039;ve actually had many thoughts about such a thing while growing up. Many of my thoughts tended to involve a game much less demanding of one&#039;s attention than most RTSes though. I&#039;ve often wanted an RTS that focused more on strategy than micro-management, as I find the need to act fast tends to stress me out and makes games a lot less fun than they could be. I&#039;ve always loved experimentation in games, messing around with different ideas and seeing how they panned out. It was always my favorite part of an RTS, and it always disappointed me when I eventually tried to do something other than mess around against a computer, and found that any competitive game requires a different style of play. I hope to someday see an RTS that focuses more on playing with a toy, instead of competing in a contest. (amongst my family and friends, I&#039;m notorious for playing games incorrectly)]]></description>
		<content:encoded><![CDATA[<p>When I read the title, my first thought was that the main difficulty in beating WoW, is that to do so would really require that the game increase the size of the player base by bringing in new players. That is what WoW did, and how it got so big. Expanding the base again, would require either an ingenious trick, or a lucky gamble on something odd. Such success is not something that can be planned. (Nintendo won with the gamble on it&#8217;s Wii, and DS)</p>
<p>Regarding the RTSMMO, I&#8217;ve actually had many thoughts about such a thing while growing up. Many of my thoughts tended to involve a game much less demanding of one&#8217;s attention than most RTSes though. I&#8217;ve often wanted an RTS that focused more on strategy than micro-management, as I find the need to act fast tends to stress me out and makes games a lot less fun than they could be. I&#8217;ve always loved experimentation in games, messing around with different ideas and seeing how they panned out. It was always my favorite part of an RTS, and it always disappointed me when I eventually tried to do something other than mess around against a computer, and found that any competitive game requires a different style of play. I hope to someday see an RTS that focuses more on playing with a toy, instead of competing in a contest. (amongst my family and friends, I&#8217;m notorious for playing games incorrectly)</p>
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		<title>By: JZig</title>
		<link>http://doublebuffered.com/2009/07/14/no-mmorpg-will-ever-beat-world-of-warcraft/#comment-655</link>
		<dc:creator><![CDATA[JZig]]></dc:creator>
		<pubDate>Tue, 14 Jul 2009 20:30:51 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=241#comment-655</guid>
		<description><![CDATA[Demigod tried some persistent-character stuff (that completely failed to work due to technical issues, but that&#039;s a different problem) in a DotA environment, and the idea of persistent progression on top of the in-session progression is definitely feasible and will add value. I do feel that the two layers of progression are going to fight against each other, in the sense that players who like DotA to be a purely player skill-based game will object heavily to the fact that someone else is better than them because of grinding. We&#039;ll see, I definitely could be wrong on how much the progression mechanics clash.]]></description>
		<content:encoded><![CDATA[<p>Demigod tried some persistent-character stuff (that completely failed to work due to technical issues, but that&#8217;s a different problem) in a DotA environment, and the idea of persistent progression on top of the in-session progression is definitely feasible and will add value. I do feel that the two layers of progression are going to fight against each other, in the sense that players who like DotA to be a purely player skill-based game will object heavily to the fact that someone else is better than them because of grinding. We&#8217;ll see, I definitely could be wrong on how much the progression mechanics clash.</p>
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		<title>By: motstandet</title>
		<link>http://doublebuffered.com/2009/07/14/no-mmorpg-will-ever-beat-world-of-warcraft/#comment-648</link>
		<dc:creator><![CDATA[motstandet]]></dc:creator>
		<pubDate>Tue, 14 Jul 2009 14:11:37 +0000</pubDate>
		<guid isPermaLink="false">http://doublebuffered.com/?p=241#comment-648</guid>
		<description><![CDATA[I&#039;m taking issue with your statement that there will never be a DotA MMO. DotA is extremely cooperative and thus a breeding ground for social interactions. There is even downtime in matches (respawn time), which you yourself said is adequate for fostering socialization. 

I&#039;ve put a lot of thought into this and had lengthy discussions. You would have instanced matches (much like a Battleground) where character progression can take place. Outside of the battle, you are able to pre-plan, equip, and swap which abilities you want to use in the battle. There is persistent character progression (acquiring different abilities), but the short-term game of deciding how to actually progress the character in the battle is still preserved.

The closest implemented example of a system like this would be Global Agenda (a MMOFPS still in testing).

If you would like to read more or take part in the discussion, you can head over to my blog. 
http://thatsaterribleidea.blogspot.com/2009/06/would-you-play-dota-mmo.html
http://thatsaterribleidea.blogspot.com/2009/06/would-you-play-dota-mmo-part-2_3221.html]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m taking issue with your statement that there will never be a DotA MMO. DotA is extremely cooperative and thus a breeding ground for social interactions. There is even downtime in matches (respawn time), which you yourself said is adequate for fostering socialization. </p>
<p>I&#8217;ve put a lot of thought into this and had lengthy discussions. You would have instanced matches (much like a Battleground) where character progression can take place. Outside of the battle, you are able to pre-plan, equip, and swap which abilities you want to use in the battle. There is persistent character progression (acquiring different abilities), but the short-term game of deciding how to actually progress the character in the battle is still preserved.</p>
<p>The closest implemented example of a system like this would be Global Agenda (a MMOFPS still in testing).</p>
<p>If you would like to read more or take part in the discussion, you can head over to my blog.<br />
<a href="http://thatsaterribleidea.blogspot.com/2009/06/would-you-play-dota-mmo.html" rel="nofollow">http://thatsaterribleidea.blogspot.com/2009/06/would-you-play-dota-mmo.html</a><br />
<a href="http://thatsaterribleidea.blogspot.com/2009/06/would-you-play-dota-mmo-part-2_3221.html" rel="nofollow">http://thatsaterribleidea.blogspot.com/2009/06/would-you-play-dota-mmo-part-2_3221.html</a></p>
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