Star Wars: The Old Republic has clearly taken several hints from WoW. Guild Conflicts 2 hasn't brazenly stated that there's effect from the experience, but it's more than likely. RIFT not only has obvious resemblances, but it's even known as them out on several occasions. But all three actions are also getting aim at areas in which the existing MMO strategy has faults, from story to powerful actions to party techniques. It's a phase in the right direction,WOW Gold at the very least.
Unfortunately, the destruction has been done, and it's going to be a while before we see something start arriving out of truly remaining area. The design rut has survived such a lengthy time because WoW is still creating uncomfortable volumes of cash, and even if one of these actions (or all three) ultimately ends up being the experience that lastly scrapes its forerunner off the stand, the predicted strategy is now ingrained in our minds.
There are some components that WoW has gotten into MMOs that are unambiguous advantages. But the outcome is a unique feeling of homogenized items, the idea that most MMOs are divided by classification and art design rather than by unique game techniques. That, more than anything, is the actual negative that's been wrought upon MMOs as a whole -- they've become almost exchangeable. And if you can't make a game headline unique and captivating in its own right, is it really surprising that so many actions end up with members who drop out after a number of months? It's just the same old music and dance.
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