Ok, so I am kind of comparing UO and WoW.... Both games are entirely different, UO being a Sandbox (kind of) and WoW being a Theme Park. There are two main categories in the MMORPG genre which are often referred to as “Theme Park” and “Sandbox” respectively.
The overwhelming majority of MMORPG’s today belong to the Theme Park category. A Theme Park is often carefully planned and can deliver some very unique attractions. On the other hand, the attractions usually require you to be of a certain age or length to ride them, you have to stand in line, and none or minimal interaction is needed from your part. Like a real theme park it always looks the same and chances are you grow tired of the rides after 20 times or so, unless the theme park creates new exiting rides to keep the park entertaining.
In a Sandbox game you are able to create your own rides, and you interact with other players most of the time instead of NPCs. Every time you play will be a unique experience as the player interactions determine the outcome, and the world changes and reacts dynamically to their actions. This type of game typically lasts longer, but requires more involvement by the players. (Classic UO) Now and days everyone does the same thing, over, and over again, they don't stop..
So where UO went wrong was making the game too complicated, where as in World of Warcraft, you have a nice auction system, no item randomness, items aren't difficult, they increase your stats and gives you more armor, about it, and the game is just easier to play and get around.. UO has something that WoW does not, especially on Siege Perilous, you don't have any player restrictions that don't make sense, and that is what player freedom is all about.. UO however, is too difficult for the casual gamer, it takes a VERY long time to get things you need, people shouldn't have to go to a bank and spam or look on thousands of NPC's to get an item you need or want, add in an auction system instead.. This is an example of where UO went wrong..
/discuss
The overwhelming majority of MMORPG’s today belong to the Theme Park category. A Theme Park is often carefully planned and can deliver some very unique attractions. On the other hand, the attractions usually require you to be of a certain age or length to ride them, you have to stand in line, and none or minimal interaction is needed from your part. Like a real theme park it always looks the same and chances are you grow tired of the rides after 20 times or so, unless the theme park creates new exiting rides to keep the park entertaining.
In a Sandbox game you are able to create your own rides, and you interact with other players most of the time instead of NPCs. Every time you play will be a unique experience as the player interactions determine the outcome, and the world changes and reacts dynamically to their actions. This type of game typically lasts longer, but requires more involvement by the players. (Classic UO) Now and days everyone does the same thing, over, and over again, they don't stop..
So where UO went wrong was making the game too complicated, where as in World of Warcraft, you have a nice auction system, no item randomness, items aren't difficult, they increase your stats and gives you more armor, about it, and the game is just easier to play and get around.. UO has something that WoW does not, especially on Siege Perilous, you don't have any player restrictions that don't make sense, and that is what player freedom is all about.. UO however, is too difficult for the casual gamer, it takes a VERY long time to get things you need, people shouldn't have to go to a bank and spam or look on thousands of NPC's to get an item you need or want, add in an auction system instead.. This is an example of where UO went wrong..
/discuss