How is Ashes different?
The fantasy class of massively multiplayer online role-playing games is stagnating. The genre's archetype, World of Warcraft, had the positive effect of opening the hobby to the general public, but in its undisputed success, created a development bubble populated by projects that struggle to differentiate themselves from WoW, yet invariably end up duplicating it.
The core philosophy that WoW and all its progeny cannot escape is that no matter how much time, financing, creativity, talent and will, developers possess, they cannot produce content faster than the user base can play it. All deviations from this basic premise end up creating experiences which struggle to make the player feel unique, and fail. This, coupled to an attachment to antiquated pen and paper metaphors such as stats, deny the true capabilities of the computers these MMORPGs run on.
So my question to this community is what really makes Ashes all that different? I've seen some youtube videos, and Ashes looks very pretty, but if quests are the same for all players, then how does the player feel unique? If attack patterns have no element of creativity, then how will we know a player has skill? If vendor loot is still the predominate reward for questing, and more valuable items have unlimited supply, then how will we know our items have value?
These are just some of the reasons why we play these games and then leave them. We get bored doing the same things. We have no way to express ourselves besides loot that everyone else has. We see no point in having a player house for our stuff, when items don't actually have value beyond where we obtained them.
My intent is to find out what excites you about Ashes, so I can get excited too. Ultimately, what I am looking for is a place, not a game.
Thanks,
Taylors