WoW Killers

Every game which has been described by its developers or (prospective) player base as being a 'WoW killer'.

Rocky launch, lack of direction, little content, UI issues, and the creator abandoned the project after a year.
High system requirements, lack of polish, and quests only got you so far before you had to grind an annoying dungeon for a while. Also initially catered to PvP players before shifting to PvE much to the chagrin of their player base.
Korean MMO design didn't appeal to many Western players, plus the quest design was dreadfully generic with lots and lots of grinding.
"We're not in Azeroth anymore."

Actually seemed like it might surpass WoW at first due to general malaise with Catacylsm but it very quickly fizzled out.
Promising due to strong IP and Bioware developing, with over one million subscribers at launch. Extensive bugs, trite writing, and poor world design saw people leaving in droves shortly thereafter.
Arguably succeeded in taking some limelight away from WoW thanks to actual innovation in the MMO space, but RNG and a lack of content at launch prevented it from surpassing WoW.
Very successful launch with three million active players in North American alone. Two months after launch they added pay to win elements.
The only actual WoW killer, and even then only as a result of extensive re-iteration on a winning formula, as well as WoW shooting itself in the foot with Battle for Azeroth and Shadowlands.
People expected Elder Scrolls with multiplayer and instead got a bland MMO that happens to have other players in it. Few opportunities to play with others, particularly at launch.
Attempted to cater to hardcore WoW players during a period of casualisation in WoW content. This meant bringing back aspects of hardcore raiding that people detested in WoW, such as attuning.

Comments




Last updated: