Usually, talking about "old school" or other MMOs just invites irrational comments from <insert favorite MMO here> apologists, but the phrase "old school" has been tossed around quite a bit, and I fear it has become something of a generalization. Even more so, given the influx of threads about alternate rule sets, slower leveling, single/cross server PvP, hidden quests, UI convenience, and so forth.
Old school nostalgia is based on player mentality and desire, not necessarily on age or experience level. A desire to be involved in a community, a unique game experience, similar to those found in MMOs of old.
MMORPGs have been around a lot longer than just World of Warcraft, and everyone comparing each new competitor to it seems to forget that. And while WoW is, without question, the most successful game of its genre, it achieved its status by completely changing the rules of the game and arguably removing the "Massively Multiplayer" from "MMORPG".
Since it is an unquestionable triumph, it would be silly to argue that its formula isn't spot on - obviously, the majority of people crave it. For those of us who have left it (and other MMOs that have similar parallels) and are looking elsewhere, we see what can be labeled as a game catering to the lowest common denominator. It is populated by millions of casual players and a handful of Elitist Jerks who keep playing, yet complain each update about how it keeps getting easier as they complete the raid instances during beta testing. The community that complains about things being easier is the same community that complains that things should be easier. /boggle. The game design and development both feeds off of and caters to that mentality.
The rest of us, we miss the days when leveling actually felt like an accomplishment rather than spamming guild chat with "Congo Rats!" every twenty minutes as everyone leveled solo.
Remember when killing monsters actually required a group, camping out a prime location and relying on a well-rounded team and borderline ToS-breaking tactics to level efficiently? Remember spending hours searching for a group of strangers, and the days when you lucked into the perfect set-up and you felt like you had struck gold (and meeting a few trustworthy friends in the process), then feeling your heart sink just because someone had to leave for dinner? Remember when parties actually meant something and everyone rushed to get home on time just to perform the most mundane of tasks in-game? When everyone knew who the best players on the server were simply because everyone had met their peers by necessity? Remember when farming was actually a chore and killing mobs took minutes of combined effort, as opposed to single-handedly dotting half a zone and kiting for a few ticks? Remember when endgame involved an actual army battling over a rare-spawning monster that changed the entire landscape rather than a handful of players in an isolated instance?
Remember when MMOs were actually massively multiplayer?
Pardon me for thinking that this kind of experience and interdependence forges a stronger bond between (virtual) friends than what WoW (and others) currently offers today. But, obviously, that type of game isn't the kind that appeals to the masses. No doubt, many of you will look at those question marks and think all of it an old and antiquated concept, that MMOs have evolved past this, and that everything I brought up is a worthless time sink. Maybe you're right, and I have absolutely no response to that - it's either for you or it isn't. Whether Rift will satisfy those desires is left to be decided, but just because WoW has become the only relevant MMO experience to base opinions off of doesn't mean some of us aren't constantly in search of something more.
Community is achieved through game design. -Vesavius
from
The Unofficial Old School Server
Community is not just made up of players, but of the overall experience as well. Game design can foster community, and it is the players that can define it. That being said...
"Looking For Guild"
xD
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