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The 10 biggest influences to mmo gaming

http://www.gamemusketeers.com/index.php?option=com_content&task=view&id=323&Itemid=1

In no particular order.

Dungeons and Dragons - PnP version

Multi-User Dungeons

Islands of Kesmai

Neverwinter Nights (AOL Version)

The National Science Foundation NETwork

Meridian 59

Ultima Online

EverQuest

Final Fantasy XI

If you want an explanation for each choice then click on the above link. You might learn something like I did.

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Comments

  • ianubisiianubisi Member Posts: 4,201

    The list is invalid by its omission of WoW. Like it or not, it is the defacto standard for MMO at this moment.

  • bonobotheorybonobotheory Member UncommonPosts: 1,007
    Originally posted by ianubisi


    The list is invalid by its omission of WoW. Like it or not, it is the defacto standard for MMO at this moment.

    World of Warcraft has influenced several games over the last two years. Two years.  I don't know if you realize it, but the history of MMO development goes back further than two years.

  • mutantmagnetmutantmagnet Member Posts: 274

    Wow's actual impact on mmo design hasn't really been felt yet as an influencer of future mmos.

    What wow offers that is different from its predecessors that could be cited as the being the originator for future imitators is the most involving custimization optoins on UIs, its expansion of the market in Europe and China, rest xp, the exclamation mark to highlight questgivers and its penetration of the Asian market barrring China.

    So far noone since wow's release has been inclined to offer modfiable UIs anywhere close to wow's level. Rest xp has been adopted only by LOTRO. Growing the size of a market is a process that can never be imitated in any aspect of business. Penetrating a market is also something that can't be imitated. These two things are simply done if the markets accept your product as a whole.

    The one thing that has been widely adopted is the !exclamation mark. A few games previewed so far have been noted to use a similar convention now and a couple of older games have revised themselves by adding this simple mechanic.


    When anyone seriosuly talks about wow's impact they talk about its number of subscribers. That has little to do with how games will be developed in the future since trying to copy wow feature for feature is in essence copying every game wow was influenced by, except for two things which I noted already. Wow's subs also has had impact as raising cultural awareness which indirectly affects how games are made but since so many of the mechanics in wow can be found in other games the point's moot.

  • ianubisiianubisi Member Posts: 4,201


    Originally posted by mutantmagnet
    Wow's actual impact on mmo design hasn't really been felt yet as an influencer of future mmos.

    That's an absurd statement. It's impact is total. It is the point of comparison for nearly every release since. It has entered the common culture as a norm, and has become a cultural icon which transcends just the niche group of gamers, let alone online gamers. It completely redefined the measure of success for any subscription-based game model.


    Originally posted by mutantmagnet

    So far noone since wow's release has been inclined to offer modfiable UIs anywhere close to wow's level.

    DAOC did this before WoW, as did EQ. This is not a unique element to WoW.


    Originally posted by mutantmagnet

    Rest xp has been adopted only by LOTRO.

    Also EQ2. Since EQ2 was released prior to WoW (by a month if I recall correctly) then WoW wouldn't be the first.


    Originally posted by mutantmagnet

    When anyone seriosuly talks about wow's impact they talk about its number of subscribers.

    Well, you have chosen to make that its salient point. I don't focus on that rather important but narrowly-scoped fact.



    Originally posted by mutantmagnet
    Wow's subs also has had impact as raising cultural awareness which indirectly affects how games are made but since so many of the mechanics in wow can be found in other games the point's moot.

    It's not moot. It's entirely relevant.

  • mutantmagnetmutantmagnet Member Posts: 274

    [quote]Originally posted by ianubisi
    [b]
    That's an absurd statement. It's impact is total. It is the point of comparison for nearly every release since. It has entered the common culture as a norm, and has become a cultural icon which transcends just the niche group of gamers, let alone online gamers. It completely redefined the measure of success for any subscription-based game model.
    [/quote]

    I've already made my point why this arguement doesn't work and we clearly don't agree what it means to be an influence to mmo gaming. As for the original article which prompted this thread the list was created because"he took a hard look at the forefathers of the modern day MMOG and decided that the deeds of yore should get their due Musketeer respect. "

    Even as young as wow is it deserves respect for the size it achieved. THat in of itself doesn't directly translate into an impact on mmo gaming design.



    DAOC did this before WoW, as did EQ. This is not a unique element to WoW.
    I knew EQ had custimzation options but from what I understood of it, it is nowhere near as comprehensive as wow. Considering how many people migrated from EQ to wow especially since EQ2 at launch didn't live up to expectations, I never saw counterarguements on wow forums that EQ did anything as good as wow when it came to UI. If EQ came up it usually was for other reasons like raiding. Can't say anything about DOAC.



    Also EQ2. Since EQ2 was released prior to WoW (by a month if I recall correctly) then WoW wouldn't be the first.

    Your timeline is definately wrong here. EQ2 added rest xp in patch a year after wow launched. This same patch included a lot of changes to make EQ2 more like wow.




    Well, you have chosen to make that its salient point. I don't focus on that rather important but narrowly-scoped fact.
    What I'm trying to get across is that subscribers isn't something that can be emulated by other game developers. One needs to combine a set of design features and use proper marketing to gain subscribers. You can't have subscribers and make a game from it. In this case the egg must clearly come before the chicken if the egg == game design and marketing while the chicken is subscription growth.

    That's why subscriber numbers is more of an indirect impact on game design and a very weak one at that.

  • orlacorlac Member Posts: 549

    Don't forget Gemstone on GEnie.....

     

    And probably the old Infocom text games as well as far a dungeon design goes.

     

    Oh yes, the Eye of the Beholder, Wizardry, and Might and Magic series as well.

  • Flyte27Flyte27 Member RarePosts: 4,574

    Probably the internet which allowed MMOs to be created.  Also fantasy which has been around long before MMOs were created and was used in many single player RPGs.

  • GameloadingGameloading Member UncommonPosts: 14,182

    Its surprising that Lineage/Lineage 2 has not been mentioned. There is probably no MMO around that has inspired so many other MMO projects

  • milhoan6milhoan6 Member CommonPosts: 580
    Originally posted by Gameloading


    Its surprising that Lineage/Lineage 2 has not been mentioned. There is probably no MMO around that has inspired so many other MMO projects



    That is true. It seems like there are more Lineage 2 clones than any other game around.

  •  

    Originally posted by ianubisi


    The list is invalid by its omission of WoW. Like it or not, it is the defacto standard for MMO at this moment.



    Incorrect.

     

    EQ and UO are the defacto standard for MMORPGs during their time, and at present time.

    100k accounts still is the standard for a mmorpg to need, in order to re-coup its investment money, and then start turning in a true profit.

    Diablo 1 should have been on that list, because it (as far as I know) it was the first "modern", successful, online rpg themed game . Simular to how M59 was the first successful modern mmorpg.

    AC should have also been on that list. It was the first with seamless world technology - light years ahead of EQ, even though it came out roughly the same time as EQ.

    Lineage 1 should have also been on that list. It came out during the time period of UO, and EQ. It showed there were OTHER SUCCESSFUL markets other than the western market. Which to this day remain untapped by western made mmorpgs. UO, and WoW have made some efforts to tap the Asian market aggressivly.

    AO should have also been on that list. Litterally everything in AO revolutionized every mmorpg that came out after it, copying almost every feature in AO. Even mmorpgs released before AO, later copied things from AO.  WoW licks the bottom of the shoes that AO wears. WoW cloned almost every single feature in AO, the only change setting it in a medival themed setting. WoW who? WoW what? Diablo 1/2 + AO = WoW

    AO to this day still has many incredible features yet to be copied by other mmorpgs.

  • JetrpgJetrpg Member UncommonPosts: 2,347

    FF11 should be NO where on that list but oh well.

    PS the list was good but it forgot PCs. - hehe

     

    "Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine

  • Originally posted by mutantmagnet
     
    What wow offers that is different from its predecessors that could be cited as the being the originator for future imitators is the most involving custimization optoins on UIs,
    Wrong. WoW does not have the most customized UI.  cSWG holds this title.
    its expansion of the market in Europe and China,
    Wrong. WoW is not the first western made mmorpg to go after the Asian market. UO did it before WoW.
    rest xp,
    There is controversy over this ONE new feature WoW did introduce. It was to battle what is known as "catassing". Aka stop ultra-hardcore players from going through game content far tooo fast than was intended. Guess what? Did this work? Just because WoW was the first mmorpg to put this feature in, does not mean it worked. 
    the exclamation mark to highlight questgivers
    Holy cow, you have now shown how little mmorpg experience you have! Before anyone can compare features in many mmorpgs, one must play many different mmorpgs.  Every mmorpg vet knows WoW was not the first to have marked quest givers.
    and its penetration of the Asian market barrring China.
    That leaves first Korea, and somewhat Japan, and somewhat Russia. You are repeating yourself. Have you run out of features WoW supposivly introduced first? Again, UO was the first to go after the Asian market, no matter which Asian country you want to claim is not in Asia.
    So far noone since wow's release has been inclined to offer modfiable UIs anywhere close to wow's level.
    So far you have not increased your experience in playing many, many, other mmorpgs other than WoW. Drive only a Yugo, and you will think its the best car ever. AO's UI has plenty of mods that are player made. Some have even been officially adapted by Funcom.
    Rest xp has been adopted only by LOTRO.
    Rest xp, WoW's attempt to stop catassing, has at the lest, done nothing (players still blaze from level 1-50 in a week or less.) At the most is a failure. Why should other major mmorpgs add a feature that either does very little, or nothing?
    Growing the size of a market is a process that can never be imitated in any aspect of business. Penetrating a market is also something that can't be imitated. These two things are simply done if the markets accept your product as a whole.
    It can be effectivly argued that WoW simply copied successful features from other mmorpgs, and rpgs, which resulted in its growing the market more.
    The one thing that has been widely adopted is the !exclamation mark. A few games previewed so far have been noted to use a similar convention now and a couple of older games have revised themselves by adding this simple mechanic.


    When anyone seriosuly talks about wow's impact they talk about its number of subscribers. That has little to do with how games will be developed in the future since trying to copy wow feature for feature is in essence copying every game wow was influenced by, except for two things which I noted already. Wow's subs also has had impact as raising cultural awareness which indirectly affects how games are made but since so many of the mechanics in wow can be found in other games the point's moot.

    95% of WoWs subs come from Battlenet. Battlenet's success is the result of Diablo 1, Diablo 2, etc... And THEIR success is the result of copying earlier games. One of the most notable, is a very little known rpg themed, dungeon style, game called ROGUE. Created by some college students around the late 1970's- early 1980's.

  • Pale_FirePale_Fire Member UncommonPosts: 360

    I think Asheron's Call should be included in that list.  It had a seamless world, contrasted with EQ.  That became a popular concept, even if not often duplicated.  It also was the first MMORPG to really cater to solo play, which I think made other companies more aware of the demand for the ability to solo in MMORPGs.  At that time, EQ was practically group only after about level 15. 

  • GameloadingGameloading Member UncommonPosts: 14,182
    Originally posted by Pale_Fire


    I think Asheron's Call should be included in that list.  It had a seamless world, contrasted with EQ.  That became a popular concept, even if not often duplicated.  It also was the first MMORPG to really cater to solo play, which I think made other companies more aware of the demand for the ability to solo in MMORPGs.  At that time, EQ was practically group only after about level 15. 

    Just because a game is new or innovatibe doesn't mean it influences anything. Asherons Call was good and it was innovative for its time, but it really didn't influence other games or projects, nor did it do anything groundbreaking for the genre.

  • TolwynnTolwynn Member Posts: 240

     

     

     

    daggerfall would be nice to see...again

     

    one day.

     

     future elder scrolls mmorpg?

     

    nah

     

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    <insert witty anecdote here>
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  • Pale_FirePale_Fire Member UncommonPosts: 360

    Originally posted by Gameloading

    Originally posted by Pale_Fire


    I think Asheron's Call should be included in that list.  It had a seamless world, contrasted with EQ.  That became a popular concept, even if not often duplicated.  It also was the first MMORPG to really cater to solo play, which I think made other companies more aware of the demand for the ability to solo in MMORPGs.  At that time, EQ was practically group only after about level 15. 

    Just because a game is new or innovatibe doesn't mean it influences anything. Asherons Call was good and it was innovative for its time, but it really didn't influence other games or projects, nor did it do anything groundbreaking for the genre.

    I disagree.  The ability to solo play was a new feature, when compared to the WoW of that time, EQ.  The 2nd generation MMORPGs, AO, DAOC learned from AC that they had better make solo content with their game or they'd miss out on an influential and sizable market segment.  Granted, solo play is not innovative, but it did influence other games by adding a content element that wasn't present in EQ, the reigning king of MMORPGs at the time. 

    I will say AC's 3rd person camera views were innovative and superior to what the market offered.  So much so, that AO changed their camera views after release after players clamored for a camera view like AC.

    AC had a lot to offer that wasn't recognized then and, obviously, now.  I stand by my opinion.

  • muaddib101muaddib101 Member Posts: 47
    Originally posted by Pale_Fire


     
    Originally posted by Gameloading

    Originally posted by Pale_Fire


    I think Asheron's Call should be included in that list.  It had a seamless world, contrasted with EQ.  That became a popular concept, even if not often duplicated.  It also was the first MMORPG to really cater to solo play, which I think made other companies more aware of the demand for the ability to solo in MMORPGs.  At that time, EQ was practically group only after about level 15. 

    Just because a game is new or innovatibe doesn't mean it influences anything. Asherons Call was good and it was innovative for its time, but it really didn't influence other games or projects, nor did it do anything groundbreaking for the genre.

    I disagree.  The ability to solo play was a new feature, when compared to the WoW of that time, EQ.  The 2nd generation MMORPGs, AO, DAOC learned from AC that they had better make solo content with their game or they'd miss out on an influential and sizable market segment.  Granted, solo play is not innovative, but it did influence other games by adding a content element that wasn't present in EQ, the reigning king of MMORPGs at the time. 

     

    I will say AC's 3rd person camera views were innovative and superior to what the market offered.  So much so, that AO changed their camera views after release after players clamored for a camera view like AC.

    AC had a lot to offer that wasn't recognized then and, obviously, now.  I stand by my opinion.

    I concur, sir. AC was also more skill based then it was level base, which was the first game to do that as far as I can remember.

  • Pale_FirePale_Fire Member UncommonPosts: 360

    I think UO was skill based from what I remember.  I could be wrong on that, though.

  • jaharjahar Member Posts: 234

    Originally posted by ianubisi


     

    Originally posted by mutantmagnet

    Wow's actual impact on mmo design hasn't really been felt yet as an influencer of future mmos.

     

    That's an absurd statement. It's impact is total. It is the point of comparison for nearly every release since. It has entered the common culture as a norm, and has become a cultural icon which transcends just the niche group of gamers, let alone online gamers. It completely redefined the measure of success for any subscription-based game model.

     

     



    Originally posted by mutantmagnet



    So far noone since wow's release has been inclined to offer modfiable UIs anywhere close to wow's level.



     

    DAOC did this before WoW, as did EQ. This is not a unique element to WoW.

     



    Originally posted by mutantmagnet



    Rest xp has been adopted only by LOTRO.


     

    Also EQ2. Since EQ2 was released prior to WoW (by a month if I recall correctly) then WoW wouldn't be the first.

     



    Originally posted by mutantmagnet



    When anyone seriosuly talks about wow's impact they talk about its number of subscribers.



     

    Well, you have chosen to make that its salient point. I don't focus on that rather important but narrowly-scoped fact.

     



    Originally posted by mutantmagnet

    Wow's subs also has had impact as raising cultural awareness which indirectly affects how games are made but since so many of the mechanics in wow can be found in other games the point's moot.

     

    It's not moot. It's entirely relevant.


    1. yeah comparison.. measure.. i dont think you even read what he wrote.. hes talking about game design, not popularity and sucess

    2., and 3. you are supporting his point. i dont know if you intended to or not, but you are pointing out htat those 2 things arent something that WoW has contributed.

    4. What do you focus on, when talking about WoW's impact? Subs is the only thing that really stands out.

    5. You really arent listening to him. he's saying that since someone else did things first, you cant't credit WoW for it.

    I think the OP's post was very well written, and intelligent, and your post comes off as driven by blind loyalty. Your arguements lack substance, and are little more than " you are wrong" statements. I hate using the term "fanboi", but if the shoe fits...

  • ianubisiianubisi Member Posts: 4,201


    Originally posted by jahar
    Your arguements lack substance, and are little more than " you are wrong" statements. I hate using the term "fanboi", but if the shoe fits...

    I have no great love for WoW. I've played it for a grand total of about 5 weeks since it has been released, and I found it highly derivative and shallow. It is, in my opinion, an exceptionally good game for beginners to the MMO genre, but it really pales when compared to the deeper games it has emulated.

    My arguments rest wholly on the merit that WoW has made a massive impact on society as a whole. That is the brunt, fulcrum, and substance of my argument. You can't dismiss that as lacking substance, but feel free to abuse the opinion all you like.

    My original rebuttal was simply that the list of top-10 influencing MMO games simply must include WoW...for the reasons I clearly stated.

  • ianubisiianubisi Member Posts: 4,201


    Originally posted by xplororor

    EQ and UO are the defacto standard for MMORPGs during their time, and at present time.

    Then? Yes. Now? Absolutely not. The ratio of players who have never experienced UO or EQ but who have played WoW is grossly out of balance. Most people have the opinion that WoW invented raids...which it most certainly did not.


    Originally posted by xplororor

    Diablo 1 should have been on that list, because it (as far as I know) it was the first "modern", successful, online rpg themed game .

    I completely agree.



    Originally posted by xplororor

    Lineage 1 should have also been on that list. It came out during the time period of UO, and EQ. It showed there were OTHER SUCCESSFUL markets other than the western market.

    Clear bias by the article author. An oversight of Lineage is a total blind spot. Equally disabusing of the authenticity of the list.


    Originally posted by xplororor

    AO should have also been on that list. Litterally everything in AO revolutionized every mmorpg that came out after it, copying almost every feature in AO. Even mmorpgs released before AO, later copied things from AO. WoW licks the bottom of the shoes that AO wears. WoW cloned almost every single feature in AO, the only change setting it in a medival themed setting. WoW who? WoW what? Diablo 1/2 + AO = WoW
    AO to this day still has many incredible features yet to be copied by other mmorpgs.

    AO is very important, but I don't think it rates this high. AO first implemented instances. The first sci-fi graphical MMOG. It had a horrific release...absolutely abysmal...and yet recovered to release a highly-acclaimed and successful expansion (Shadowlands). It was the first major MMOG to employ a free-by-advertising model and still maintains an impressive presence in the field of active players. It was the first game to try to put hundreds of thousands of players in a single world instance...though it failed at this attempt. But it just isn't unique, innovative, or pervasive enough an inspiration to rank amongst the leaders in design.

  • JetrpgJetrpg Member UncommonPosts: 2,347

    Originally posted by Pale_Fire


     
    I disagree.  The ability to solo play was a new feature, when compared to the WoW of that time, EQ.  The 2nd generation MMORPGs, AO, DAOC learned from AC that they had better make solo content with their game or they'd miss out on an influential and sizable market segment. 

    Hmm you must have not played daoc off the bat. Seriously group REquired game (at release that is).

    I agree with this list title L1/2 should have been on there. Now had you said  biggest influence to GOOD mmos , L1 or l2 need not apply for most of the games that have Spawned from it have been god awful Asian grind fests. (IE I am not addressing how good l1/2 was but the mmos that were influenced by them , which have all sucked .. ps l1/2 not super hot also)

    While AO used instances ... they are acctuly alternet world zones and not private instances (at least at release they were not). Which we do see often in asian mmos , but not too much in western ones. Id area AO did have a lot of good ideas.

     

     

    "Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine

  • jaharjahar Member Posts: 234
    Originally posted by ianubisi


     

    Originally posted by jahar

    Your arguements lack substance, and are little more than " you are wrong" statements. I hate using the term "fanboi", but if the shoe fits...

     

    I have no great love for WoW. I've played it for a grand total of about 5 weeks since it has been released, and I found it highly derivative and shallow. It is, in my opinion, an exceptionally good game for beginners to the MMO genre, but it really pales when compared to the deeper games it has emulated.

    My arguments rest wholly on the merit that WoW has made a massive impact on society as a whole. That is the brunt, fulcrum, and substance of my argument. You can't dismiss that as lacking substance, but feel free to abuse the opinion all you like.

    My original rebuttal was simply that the list of top-10 influencing MMO games simply must include WoW...for the reasons I clearly stated.



    I'll give you that in influences design in the fact that other devs want to emulate it, to some extent, but you have to admit that that is 100% due to the massive subs. but what the post is about ( i assume) is the actual game content that is original. the majority of what you find in WoW is something found in earlier games, and they are the ones that get the credit for the design. Sure, people are influenced by it in WoW, and they should get credit  for that, but not for the design.

  • VrikaVrika Member LegendaryPosts: 7,946
    I don't think FFXI should be on the list. Even if it was first good MMORPG for consoles, developers who are developing MMOs for consoles today don't seem to be so influenced by it. More like they are taking influence from WoW and other MMOs on PC, and developing also on consoles because consoles have advanced and are much more like PCs than PS2 was.



    And about WoW: If the list really was "The 10 biggest influences to mmo gaming", as the topic says, WoW would have to be on the list because it popularized MMO gaming and it's influence today is huge.



    But if you follow the link OP provided on the first post and read the article, it was list of "the influences and technical achievements I considered to be the most pertinent in guiding the history of MMORPG development". And even tough WoW set a standard for how MMOs should be made polished and fun, besides that its influence isn't as big as Ultima Online's or Everquest's influence is/was, since it cannot be given credit for features it has because of other games influence on it.
     
  • Agricola1Agricola1 Member UncommonPosts: 4,977

    Well I think you guys are missing two very big influences on MMO gaming, Vanguard and the NGE. They may not be positive but I believe Vanguard has influenced developers to a large degree, the influence is mind numbing terror and fear of having a bad release. Whereas releasing before an MMO was ready and having the player pay to beta was the standard of the industry, it seems that attitudes may have changed. As for the NGE it has taught developers not to bite the hand that feeds, other companies did it but they offered a classic server soon after realizing their mistake however SOE did not.

    These are both rather recent influences and as to wether they have truly influenced the industry or to what degree is yet to be seen. Though in my opinion they have, or at the very least they've had a large impact on the MMO gamers.

    "Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"

    CS Lewis

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