Let's look at a brief history of major MMO innovations overall.
First there were MUDDs, at the time almost purely text based because that's all that was available at the time.
They had the novel approach of allowing multiple players to interact at the same time.
Then there was Ultima Online, many will argue it was the best open sandbox MMO ever created.
It added the element of graphics to the MMO and (initially) allowed players to do exactly as they pleased and ran face first into the concepts of camping, griefing, kill stealing, training, etc. Eventually they introduced to concept of consensual PvP to curb the worst of the abuses.
Now we come to EverQuest. Far superior graphics and an emphasis on PvE (originally PvP was only allowed in a very limited number of specific locations).
EQ raised camping, kill stealing, and training to fine arts and had a serious problem with it's economy since there was no equipment "binding" or "degradation".
Finally we reach World of Warcraft.
It added the concept of viable single-player gameplay by greatly increasing the health regeneration rate and making most MOBs weak enough to be killed by a single player. Another major change was minimal death penalties, in most previous MMOs you lost a LOT of time, gear, XP or all of the above on death. The "rested bonus" allowed players to gain XP very quickly after a period off-line meaning you didn't have to dedicate massive amounts of time just to advancing in the game. Questing also became a significant part of the game reducing the need to "grind". A player could run from one end of the continent to the other without having to pause at a "loading screen". Players found it difficult to become lost, each area in the game world had a distinct look that blended from one to the next.
These changes opened MMOs to casual players.
Newer MMOs mostly seek to "correct" some of WoW's initial problems (and WoW itself has been updated to deal with these issues).
Low "drop rates", or chance of finding the items.
Large numbers of players in a particular area meant that there were often no creatures to kill, or that players would have to wait and take turns to kill a particular creature to complete a quest.
Lack of quests that require players to group making games feel as they are designed for solo play.
And - totally opposite the above - quests that require players to group making solo play difficult.
Dungeons and raids were not player friendly, they could take several hours to complete.
First there were MUDDs, at the time almost purely text based because that's all that was available at the time.
They had the novel approach of allowing multiple players to interact at the same time.
Then there was Ultima Online, many will argue it was the best open sandbox MMO ever created.
It added the element of graphics to the MMO and (initially) allowed players to do exactly as they pleased and ran face first into the concepts of camping, griefing, kill stealing, training, etc. Eventually they introduced to concept of consensual PvP to curb the worst of the abuses.
Now we come to EverQuest. Far superior graphics and an emphasis on PvE (originally PvP was only allowed in a very limited number of specific locations).
EQ raised camping, kill stealing, and training to fine arts and had a serious problem with it's economy since there was no equipment "binding" or "degradation".
Finally we reach World of Warcraft.
It added the concept of viable single-player gameplay by greatly increasing the health regeneration rate and making most MOBs weak enough to be killed by a single player. Another major change was minimal death penalties, in most previous MMOs you lost a LOT of time, gear, XP or all of the above on death. The "rested bonus" allowed players to gain XP very quickly after a period off-line meaning you didn't have to dedicate massive amounts of time just to advancing in the game. Questing also became a significant part of the game reducing the need to "grind". A player could run from one end of the continent to the other without having to pause at a "loading screen". Players found it difficult to become lost, each area in the game world had a distinct look that blended from one to the next.
These changes opened MMOs to casual players.
Newer MMOs mostly seek to "correct" some of WoW's initial problems (and WoW itself has been updated to deal with these issues).
Low "drop rates", or chance of finding the items.
Large numbers of players in a particular area meant that there were often no creatures to kill, or that players would have to wait and take turns to kill a particular creature to complete a quest.
Lack of quests that require players to group making games feel as they are designed for solo play.
And - totally opposite the above - quests that require players to group making solo play difficult.
Dungeons and raids were not player friendly, they could take several hours to complete.
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