I played at launch in Vanilla. Leveling from 1 to 60 took me and my friends 3 months. And we were still (a little) ahead of the pack.Vanilla's content itself was a mess. .... It was convoluted and nuts ....
I really miss Vanilla WoW.
It is very simple.I just don't understand at all how people this this is true.
that's an era, has nothing to do with content of the game.
I played at launch in Vanilla. Leveling from 1 to 60 took me and my friends 3 months. And we were still (a little) ahead of the pack.
Those 3 months have been one of the best gaming experiences of my life. My friends think the same thing. Blizzard must have done something right there.
You will not find anyone in the world who will tell you that leveling in Cataclysm (or MoP or WoD) is worth your time. So there is no way you can look at leveling, and say that Cataclysm was an improvement.
The only exception are people who are not interesting in playing the game, but only in the results. If you could level to 60 in 3 months in the past, they will tell you that leveling to 90 in a week is an improvement. If you could farm 30 gold per hour in the past by playing your character, and now you get 3000 gold by clicking buttons in the garrison, they will say that is an improvement. You get the idea. It is my believe that the percentage of that type of player has skyrocketed compared to the first few years of WoW.
I have no idea how people can say this with a straight face. Not saying you're lying, I just don't understand at all how people this this is true.
Vanilla was by far the worst incarnation of WoW, imo.
It's because it was new. People will say it's more complicated than that, but that remains my strong impression.I have no idea how people can say this with a straight face. Not saying you're lying, I just don't understand at all how people this this is true.
Vanilla was by far the worst incarnation of WoW, imo.
Because it beat anything else available, and the first end game raiding was an incredible social experience. 40 person raids raiding 2-3 times a week for months to progress through MC then BWL. The initial journey through the lands, it was just fun.
As I said, this is a lot about the era at the time of release rather than content of the game.
I remember being one of the first max levels locks in game even though I didn't manage to get a copy till a month after release and getting messages asking to join a group or help with something where one of the locks utilities would be useful. Also remember having fun raiding UBRS and strat. At the same time I can create a lengthy list of things that were just bad that didn't get fixed/revised till BC or later.
Because it beat anything else available, and the first end game raiding was an incredible social experience. 40 person raids raiding 2-3 times a week for months to progress through MC then BWL. The initial journey through the lands, it was just fun.
1. Seamless world. You can run for hours across the landscape without encountering a loading screen. Even today, ten years later, games don't have this.
This is what kills SWTOR for me. It's several "worlds" but they're all very tiny, like a single zone, made all the more claustrophobic from the fact that they're practically on "rails" with the way everything is walled off. The constant bombardment of loading screens from your ship to the orbiting docking area, to the docking area to the "planet" are also very long, tedious and frequent and do much to break immersion. If it was the most expensive game ever made, I don't think Bioware got their value.
I really miss Vanilla WoW. Def one of my favorite times in gaming.
Things pioneered by vanilla wow:
1. Seamless world. You can run for hours across the landscape without encountering a loading screen. Even today, ten years later, games don't have this.
2. Abilities in aRPG's. At least the first time that I saw them in an rpg. Previously most rpgs just had you swing sword at monster until dead. Ditto the talent tree.
3. The art style. Seriously, never saw an art style like that before in a game.
4. Just the level of attention to detail, little stuff like how the tails flicker. Compare to other games in that time period and they are very blocky.
As I said earlier...the constant accumulative rpg nature of the game results in the weirdness that is you having to replay levels in order to get a different configuration for higher up. This is as if in order to play Halo 5, you first are required to play through Halo 1-4. Or, for that matter, as if the dragon age games required you to play Origins before you could even start inquisition.
All except for item 4 I believe Asheron's Call had. Wow even stole the interface from the sequel to AC (AC2, which bombed terribly, but the first game was awesome) and made it their own.
I can't imagine they were saying that AC was the better game. Just that the cited concepts weren't pioneered by WoW. Which isn't a criticism, per se. Blizzard certainly refined the heck out of them - which has always been something they've excelled at. (e.g. Dune II pioneered an awful lot of the fundamental RTS concepts, but I don't think anyone would suggest it was a better game than WC2.)I played Asheron's Call. AC had the seamless world part, but the world wasn't near as stylized as wow. Spell casters had spells of course but Melee and archers had no abilities, just variable strength attack. The only things AC did better was the in game economy. Other than that, Wow was by far the better game.