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Raph Koster explains how WoW changed MMOs

There's liable to be a lot of virtual ink spilled over World of Warcraft as it celebrates its 10-year anniversary this month. You can save yourself some time by just reading famed MMO designer Raph Koster's lengthy and informed analysis, though. He covers a ton of ground, both negative and positive, including WoW's roots in EverQuest and the DikuMUD while also touching on all of the genre features that Blizzard cut in the name of "fun" and accessibility.

Among the things left by the wayside were features that were proven. Gone were the richer pet systems that had driven so much engagement from players in earlier games. Player housing, past and future source of endless devotion (and revenue) in other games, absent. Never mind stuff like towns and politics and the like. Crafting took massive steps backwards from the heights it had been developed into in [Star Wars] Galaxies or even Sims Online, and went back to being more like that in EverQuest. Even the robust character customization that we slaved over in Galaxies, a system which today is in every RPG on earth, was gone.

Koster credits WoW as the true innovator of the quest-led game, but he also points out that the game stifled MMORPG innovation in numerous ways.

The space it entered as a competitor is largely "dead" in the sense that WoW takes up all the oxygen in the room. Experiments in virtual world design began to dry up, to curtail their ambitions to being nibbles around the edge of WoW's design. Like toothpaste squeezed out of a tube, the design qualities of sandbox games ended up finding their expression elsewhere, to great success. Their children served as the basis of genres, from Facebook farming games to DayZ-style survival games to the true heir of the MUD tradition: Minecraft, a virtual world based on simulation and crafting, where users run their own worlds and script and build adventures and are basically questless.

It's just that no one calls them MMOs anymore. That title is reserved for World of Warcraft, and those largely similar games that strive to topple it from its seat. Its influence is such that it now defines the genre it refined. It is the best Diku ever made; the best combat MMO ever made; the thing to which everything like it will ever after be compared. World of Warcraft effectively made MMOs perfect, and in the process, it killed them.

You can read the whole essay on Koster's blog.