I remember playing an MMO that didn't have quests.![]()
So do I, was the best mmo I ever played too.

I remember playing an MMO that didn't have quests.![]()
To date C'Thun is probably one of my favourite boss kills, when that guy died I swear I had heart pulpertations![]()
Did you have an active social life and girlfriend?
I found it easy enough to sink shedloads of time in to WoW when I was working, but I was single and only went out 2 weekends a month.
A few hours gaming every other evening is all I can manage now, and it will be even less once kids are on the cards.
I completed the Sceptre of the Shifting Sands questline in WoW (AKA the Ahn'Qiraj opening) just before it was removed in Cataclysm. Great fun and hard work, needing several friends to get it done even at 80. Such things are always good for a game.
eve-online is a niche mmo that seems to be profitable, its almost 10 years old to
It is also worth noting that in the original incarnation the final step of the Water sprinkler was quite a toughie, the final stage was simplified twice.
Originally the creature you needed to kill was dragon being on a 3-7ish day competitive spawn in the back end of a high level dungeon. So either you needed scouts in the dungeon to see if the mob was up and when it spawned call your guild in (if it was within your "prime" time), or you needed to camp at the spawn loc with support to keep everything clear and hold the spot. Remember this was a competitive spawn in an open dungeon. 24hours a day, mobs spawning every 20 mins or so to relieve the boredom.
Servers were world wide, so euro off time was generally either west coast US and the Hong Kong. Server and guild relations were key to either an orderly queue (a list) or KS'ing, "training" and lag inducing madness.
This sort of final step of a quest induced all kinds of drama, little of which was epic.
Myself, having completed this quest after they had "dumbed" it down once, so now the final creature spawned in an open zone (skyfire), rather than Sol B, after a 6 day 14 hour camp, yes it felt good. More so because so many people helped, stopped by and chatted and helped pass the time, mostly though I felt tired and very shortly after I went to sleep...
Blizz aren't haemorraging subs, 100,000 last quarter on a player base of over ten million is so small as to be seasonal variation.
Make it massive, in fact make it fappin huge and make it bloody multiplayer.
Its all about access
2 million subs since Cata launched, 20% of the population lost through one expansion. 100,000 last quarter despite everything they threw at the playerbase? Guaranteed D3 access, shiny mount in the bargain, biggest content patch of the expac..yes I would say they are haemorrhaging subs. ..Cataclysm is an apt name.
I'm not sure people would accept the early days of EVE nowadays, at least not on a large scale. It was buggy, time consuming (travel without autopilot, having to close 10-12km every gate) but, it worked for a number of people. Content was minimal, but players make most of the content in the game and that drove it's success.
It's a fascinating model, one that clearly works for CCP financially and works for the playerbase. I fired up a trial account the other day and was amazed at the concurrent users, 36k I believe. I remember the landmark announcements of 10k, 11k etc. 36k is a hell of an achievement for a single server enviroment (in simple terms at least) and only strengthens the community feel to it.
In my opinion this is the next step already; 36,000 people on one server is something all developers should strive for. Yes EVE's solar systems are somewhat limited, suffer from lag when big fleet fights take place (used to crash at what, 500 players?) but the community is there, in one place, in one world. Whether it is techincally possible now, I haven't the faintest idea, but one of SW:TOR's biggest failings was their need to instance and limit an already small server population.
CCP have been succesful on their own terms, they've not made 100s of millions like WoW does, but they have taken a small slice of the mmo market, made it their own and have gradually improved it over a long period of time and, most importantly, grown their playerbase overtime.
So to get to my point, I think there is a market for mmo's to have the epic quest, the epic feel, but WoW has soaked up so much time from people over the last few years, we are all a bit worn out.
Developers need to bring something new to the table (not just story, but that is a step in the right direction) - GW2 promises a lot, Planetside 2 touts 1000 v 1000 v 1000 player battles and I do have hopes for Titan. Blizzard will have learnt a lot from their days with WoW, have new technology at their disposal and could make something new and exciting.
Make it massive, in fact make it fappin huge and make it bloody multiplayer.
However a significant number of those are in Asia where Cata isn't even out. It means they are tired of WotLK. I know a few people like myself didn’t stay in Cata for long but they had already given up by then an only came back for the months around launch.
Its all about access.
There are still large scale, epic/legendary quests even in the latest expansion of wow and similar to the old epic quests of Everquest unless you are in the right sort of guild, without the right sort of support your chances of completing the quests are close to zero.
It is also worth noting that in the original incarnation the final step of the Water sprinkler was quite a toughie, the final stage was simplified twice.
Originally the creature you needed to kill was dragon being on a 3-7ish day competitive spawn in the back end of a high level dungeon. So either you needed scouts in the dungeon to see if the mob was up and when it spawned call your guild in (if it was within your "prime" time), or you needed to camp at the spawn loc with support to keep everything clear and hold the spot. Remember this was a competitive spawn in an open dungeon. 24hours a day, mobs spawning every 20 mins or so to relieve the boredom.
Servers were world wide, so euro off time was generally either west coast US and the Hong Kong. Server and guild relations were key to either an orderly queue (a list) or KS'ing, "training" and lag inducing madness.
This sort of final step of a quest induced all kinds of drama, little of which was epic.
Myself, having completed this quest after they had "dumbed" it down once, so now the final creature spawned in an open zone (skyfire), rather than Sol B, after a 6 day 14 hour camp, yes it felt good. More so because so many people helped, stopped by and chatted and helped pass the time, mostly though I felt tired and very shortly after I went to sleep...
The quests have not been dumbed down, far from it, the legendaries in WoW for example require friends/community/guild to get together do something epic and it takes a while to achieve.
What has changed is access and definitely player expectation, not everything needs to be epic, you don't for example generally have a Sunday roast every day, but you do like to eat. Players want to log on and play, be doing something meaningful within 5 minutes, the "McDonalds" MMOs... which is why everything is metric'd and marketed and pyschanalysed.. it is less like play and more like psychology of play.
Whichever way, you certainly don't need to have to camp Ragefire for 6 days only for him to spawn at 2am on a tuesday morning, all your guild mates to be asleep and then have to watch as <Stars> come in and trounce your camp...
But hey we stole their mod rods at Kael, so honors even
(not checked for spelling, missing words, or grammar)
Wrong.
I was a fully active hardcore player in a World Top 10 guild while holding down a full time job.
Casual players are casuals whether employed or not.
Have to laugh at WOW and epic quest in the same sentence.
WOW brought mmporgs to the massive. Other than it has damaged the genre more than anything else out there. (including Richard Garret)