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fwap From the third paragraph in the article, it sure looks like WAR designers took WoW and said: "How can we undercut this for newbies + transitional players?"
Smart thinking.
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jennatar Maybe this is a cop-out, but I really liked the comments after the blog entry best.
It’s Launch Day
Ardwulf's Lair —
Warhammer Online launches today. And there was Drama in the MMO blogsphere.
Wall of Text has a lengthy WAR review: Part 1, Part 2, Part 3. If you’re still on the fence about the game, he also has a large number of narrated gameplay videos taken during the Beta; these did a great deal toward selling me on a game I was ...
Warhammer Online is INNOVATIVE
Funcom...riddle me this.. —
Toboldski has a news report that Warhammer Online equals innovation. "There has been a lot of discussion of whether WAR is innovative or just a WoW clone. But the people argueing that its just a clone do so based on screenshots and feature lists, which is about as useful as a movie review based on screenshots and a plot summary. The question is not whether WAR looks like WoW and has classes, levels, and quests like WoW. The question is whether WAR plays like WoW. And it does not. I'm not saying WAR is better than WoW, I'm sure I'm going to miss fixed-group dungeons ...
WAR innovation: The Overlord speaks.
Hardcore Casual —
... As is usually the case, Tobold says what many of us have been trying to say; he just says it better.
While I have been saying for a while now that WAR is innovative not because of one feature, but the sum of it’s parts, Tobold goes one (very important) step further and makes the connection to player behavior. To paraphrase, the WAR formula changes player behavior, taking us out of solo mode and into social situation naturally, without forced grouping. Changing a player’s behavior is indeed far more innovative than any one feature on the back of a box, ...
Warhammer Online - Better Grouping = Dead Silence
Funcom...riddle me this.. —
Reading a post from MMOMENT of ZEN, there seems to be a minor chink in the "innovative" grouping mechanics of WAR. Lars postulates.. "In WAR, people join randomly, do their own thing, and drop out when they feel like it. Of course, this varies from group to group: I've joined friendlier groups that did talk a little, but the majority of them are silent. Its worse than silence. Most of the groups were unorganized and everyone acted as individuals; even though we were "grouped" from the game mechanic's perspective, we were still playing on our ...


