Running into enemies/them running into you initiates a turn-based fight. Other wandering enemies can join the battle seamlessly, and so can other players. It was kind of great.
I always wanted an MMO with Magic the Gathering combat. Like a realtime open world and when you engage with mobs it goes to turn based with complex cards. There was a MTG MMO for a while but I didn't wanna pay for it. Especially from shitlords like SOE. I also had Shandalar instead which was kind of similar.
There is a reason the green line on this chart goes up so high so quickly because the game representing the green line in question had proper in-game tutorials, UI that scaled properly and tooltips that weren'tt just the spell name. It didn't have stupid **** like being able to aggro vendor NPCs or having UI that didn't function properly.
I'm more than happy to give M&M a second chance if there's ever another free test weekend or other play session but expecting people to pay a monthly sub for this is ******* ********. I'd rather go and play another nochanges 1.12 for the next 2 years than suffer through M&M deliberate obscurity and friction just because its "old school" and "soulful".
Don't. All you will do is ***** and whine about game play. You will ***** about no map, ***** about corpse runs, ***** about not being able to find something, how there isn't arrows and bouncy balls everywhere. You will ***** about class balance, ***** about literally everything.
Don't play it, you won't like it, and none of us who like these types of games will like having you around to hear about. Go play WoW.
Quests were superior to sitting in one spot and repeatedly killing a mob that respawns
WoW quests felt more like instruction guides than actual quests. EQ had its headaches here, mostly due to tech at the time (NPC quest triggers requiring exact phrase, Quest progression items being eaten by NPCs if the quest script wasn't triggered properly, etc...), but... EQ quests also required extensive exploration, and sleuthing. You had to talk to every NPC, consider everything that was said, and then explore those areas looking for clues. While early wow was a bit better with their quests, they still tended to be "tasks", not really quests. If you think about it, WoW is what created a generation of gamers who didn't read any of the quests as they simply ran to the points they were instructed. This was not possible in EQ.
If you call me mentally ill and advocate for me being put into an asylum because I don't the game that you like then you are the mentally ill one. Don't take this as me defending vanilla WoW either, collecting 10 bear asses vs killing bears is effectively the same thing but making meaningful questing is not hard.
Just take a look at a few questlines from Project Epoch. The most notable one I remember gave a funny shopping questline to Augustus in Eastern Plaguelands. He first has you killing mobs nearby to take their loot so that he can sell in his shop then he makes you craft some flyers made out of the zombie cloth (kill quest). After that he makes you go around the entire zone handing out flyers to NPCs like the high elves in the north, the Argent Dawn at Light's Hope and even the ghosts down in Darrowshire.
A short 1-2 hour questline like this doesn't take more than maybe an evening to draft up and implement but instead the Minges and & Memories devs want to snare you into walking into their mob camp so they can ban you and take your sub money (this game is 15 bucks a month btw)
Or they're just ******** boomers who think peak MMO was sitting in a cubic room killing skeletons all day and they won't accept anything different because they're assmad that Blizzard won.
Rusty...
He's right
Star Trek Online & DDO are probably the best across the genre in terms of quests.
I think release LoTRO was better for quests that don't require player input as they did not give you specifics and you still had to think about things and explore to figure them out. Text input interactive quests are superior to all questing formats and these days, with the help of modern chat engines, many of the problems of EQs questing would be solved. Text input doesn't lead the player, it requires the player to seek their quests, ask questions, etc... to be able to resolve them. Modern questing is nothing more than tasks.
Last edited by Xenich on April 10th, 2026, 12:38, edited 1 time in total.
There is a reason the green line on this chart goes up so high so quickly because the game representing the green line in question had proper in-game tutorials, UI that scaled properly and tooltips that weren'tt just the spell name. It didn't have stupid **** like being able to aggro vendor NPCs or having UI that didn't function properly.
I'm more than happy to give M&M a second chance if there's ever another free test weekend or other play session but expecting people to pay a monthly sub for this is ******* ********. I'd rather go and play another nochanges 1.12 for the next 2 years than suffer through M&M deliberate obscurity and friction just because its "old school" and "soulful".
It's because it played well. There is no other MMO that compares to the sheer joy of controlling a World of Warcraft character. Even modern competitors are **** from ***.
Some designs of WoW were a nice change, but certain mechanics people thought were bad I actually enjoyed in EQ. WoW removed a lot of the world play EQ had opting for faster travel, safe travel, easy recovery, etc.. rubber banding mobs with easy CR I think is a bad idea, it severely reduced risk in exploration.
Instances were nice, but I miss the camping option in play (you can still do a dungeon roam style of play similar to WoW if populations aren't heavy, we used to do Nurga/Droga and Sirens Grotto runs like this because people didn't like to hit those dungeons much).
Also, WoW completely outpaced EQ because of the player base. Prior to WoW, most MMOs were played by people who were computer enthusiasts, STEM professionals, techies, or PC gamers. The PC requirements were much higher for smooth play and most people didn't have the systems to run it. WoW opened up the game to people who had no experience with gaming, or they were console gamers who had a completely different take on game design and play. The bulk of those people had no interest in playing a game, they simply wanted to be entertained and that drove the design focus of WoW even more to a dopamine fix style of play.
I am not saying WoW was bad, it certainly introduced some good concepts in play, but it did so at a loss of various subtle elements of risk/reward play, choice and consequence and player responsibility within the game world.
The thing is, WoW is a different game than EQ in style, they don't have to be the same and I don't see why every game has to be "like WoW". I get it, people don't like EQs design, think its bad, etc... don't play it, but FFS the people need to stop bitching and whining when an MMO comes out focused to that style of play. This "OMG why can't it be like that game I don't play anymore because I'm bored with it!" its a bit annoying.
Last edited by Xenich on April 10th, 2026, 13:03, edited 1 time in total.
In earlier Ultima Online days, before runuo, there were two server emulators: penultima online and tus/sphere. Pol was quite robust and versatile, but the scripting was in c, and people were overall too stupid to customize it. Sphere on the other hand was much simpler. It didn't allow for much customization but was in general good enough for the servers people wanted to run, so 99% of the uo freeservers were sphere. UO was very popular those days and having pretty much the only stable (and free) emulators, it had easily several hundreds of freeservers around the world, and player numbers easily reaching into the hundreds of thousands total. There wasn't also any real competition, in fact, everybody not playing eq was playing uo, and eq was always pretty niche. Add that to the fact that the emulator servers were free, and pirating the game was easy, people simply flocked to those.
The sphere emulator also had interesting characteristics, such as being quite amateurish and designed by apes. For instance, the world data was saved in a large text file, all written in plain text. So you had things like:
[item xyz]
NAME=something
ATTRIBUTES=something
etc. Interestingly, the actual player accounts were also in a similar file, with a format more or less like this:
[username]
PASSWORD=xyz
PLEVEL=2
etc
PLEVEL was an interesting attribute. A number of 1 or 2 (I don't remember which exactly), denoted a regular player, but larger numbers granted special permissions to the account, such as access to admin commands. Curiously, the servers had a few commands available to the players like /password which you could use to change the password for your account. An younger me eventually realized that if I could do something like /password abc\nPLEVEL=lol (\n being newline for the tech illiterate among you) it would be transcribed exactly into those text files, with potentially interesting results. Of course typing \n literally wouldn't do it, I had to input the actual character by manipulating the game memory. After some work and memory manipulation it turned out to be not only possible to send the string with special characters, the server would actually just save it directly to the file without any validation, which was quite interesting. There were some side issues like having two PLEVELS would have mine being overwritten, but creativity exists and I eventually overcame these burdens with things like /password abc\nPLEVEL=****\n[fakeaccount]\n etc (as a side note, modifying the memory like that would take me 5 minutes today, but it was a herculean task of weeks for my younger unskilled self).
Another interesting bit is that this process only wrote to the world file. The data there would only actually be read when the server was restarted. Since in those days it was common for these machines to be restarted at least once a week, or in a few weeks at most, it would happen eventually. But it was still a game of patience, I issued the modifications and had to wait for a while to collect the prizes.
Available admin commands were quite comprehensive, with things like /all.kill (not exact words, but something like that). So I went around spreading chaos, sometimes just creating some op character to myself, sometimes watching the entire world burn down. However, I eventually overplayed my hand and got a bit too obvious in one particularly large server. The admins entered panic mode and went doing all kinds of exploits to force the server to crash, it was quite hilarious. But they decided to investigate it further and contacted the emulator devs. It was quite a fuss in the community those days, some idiots trying to sell modified dlls to exploit it, which worked well for the couple of days it took for the people to find the issue and patch the servers to sanitize password strings before pushing them into the save file.
The idiots however only focused in the password and ignored other interesting things. It was still a game where you could rename horses, or write books ingame. These naturally were also written in plain text in the world save
file. In particular, you could also pick your own character name when creating a new char. So, I decided to start experimenting with flamboyant names for my horses like Gayhorse\n[item x]\nattribute\n etc. I had run my own large servers beforehand, and had quite an indepth knowledge of how sphere organized things, including some obscure items almost no server used like dispensers and wands. Wands were quite something, you could cast spells with them: no mana cost, no reagent cost, no spell words and most interestingly, instantly. They were so overpowered most servers just didn't add them to the game. However, they were still supported by the emulator, so you could do things like taming a horse, giving him a nice name like Horsey\n[item xyz]\nTYPE=wand. UO had many spells and types, but my favourite for these tricks was chain lightning. It wasn't really a chain, in fact what it did was throw a lightning bolt on *every* person in a large radius around you. Another interesting thing about items is they had an attribute called ATTRIBUTES (or something). It was a bitwise of flags, and one of the bits was called static. In fact, when you set an item as static it could not be moved from where it was at all. So if I created an item inside my backpack and set it to static (I don't remember how exactly I had it spawn in the backpack, but it was possible), it could not ever be moved out of it. You could still use it, but it was stuck there. Of course, a gm could just unset the static attr but considering how obtuse they were in most servers it was unlikely. This was important as in uo as all items dropped on death. The wand however would never drop, and would go to some sort of limbo if you died, reappering in your backpack when you resurrected. Finally, you added a few things like CHARGE=9999\nDAMAGE=99999 to the wand to make it interesting. The play was the same, change the horse names then wait a few weeks for things to take effect.
UO had safe areas, but the safety was a bit loose. If someone attacked you within city borders, you could call guards (had to type it or, like everybody did, leave it in a macro), and the attacker would be immediately hacked to pieces. However, you still took damage for whatever attack was performed. A common dynamics was to people to gather near town borders, while PKs (who couldn't enter the city without being kos) would stay outside. Both groups would keep taunting each other, until somebody decided to risk and a fight would ensue. Then people would gather again and keep on with the faggotry. Some people would parade inside the city borders wearing expensive items but never venture outside. Dying was a big deal if you had expensive stuff as you dropped everything, and you needed the gear for any interesting fights. For the PKs dying was a bit of a trouble also, since the closest resurrect point not inside city borders was often quite far, and if you had no one to gate you it was quite a walk.
These hotpoints were good testing grounds for your new wand, so I just wandered in the middle of the largest concentration of bickering *******, and used it. Yes, everybody dropped instantly. Looting was a bit of a problem, as you would get flagged as criminal and have guards on you. So what you did was coordinate with friends, have them in position out of your attack radius, ready to sweep in drop items to the ground so other friends can loot without being flagged. It was contrived, but it made it fun. Another good hotspot were the city banks, which were usually full of afk people.
The emulator used to create regular backup files of the world state, with at least a few every day. In the previous scenarios with admin powers the chaos was much larger, but it was so debilitating that the admins decided it was worth reverting to a backup a few hours earlier, and no one complained (much). So the butthurt only lasted a few hours, or days top. In the new scenario however things were much more interesting. First thing is that the postmortem was much more difficult to analyze. If I just logged out after a rampage the admins couldn't easily examine my inventory and find my wand. And since most of them were idiots they ended up having no idea what happened, just some vague whinings of people claiming 'everyone suddenly died, this guy was casting chain lightning', etc. The logs only showed people died, so there wasn't much to work on, making the wands quite insidious. Also, since just a few tens of people were affected it was much harder to justify timewarping, as you would have thousands of disgruntled players whining about hours of lost work. So people just had to suck it up, often losing very expensive stuff, and the butthurt was phenomenal. I spent (quite) some time watching the rivers of tears in the many server forums, which made even eve hatemail pale in comparison. Of course, I could have created similar chaos with the earlier admin accounts, but my impatient young teenager self just went on again and again for the most flashy ways. Naturally I would get banned after a number of rampages, as way too many people started complaining that character 'killallfags' was inexplicably killing everybody. But then I just created another account and repeated until I got bored. There were many other creative ways of creating and using items, like dispensers, overpowered bows, etc. You could for instance force a character with the same name as another player, or uid or something I don't remember the details. The collision would make the other player's character disappear, etc.
Another fascinating tidbit were the [EOF] tags in the world file. Essentially, the emulator parser would stop reading the file the moment it found such tags. Curiously, also, new player characters would always be inserted in the beginning of the world file. So if someone were to create a character named totalniggerdeath\n[EOF]\n it could have remarkable results. So, one day the server owners wake up to thousands of people complaining everything disappeared, the server seemed to be somehow reseted. You now run to revert to an earlier backup. But, curiously, as it could take weeks for the tag to take effect, it was effectively injected in every single backup for weeks. So now you can watch ever more desperate admins trying more and more backups and failing to understand why the world has completely disappeared in every single one of them. This would guarantee drama for days in the forums until someone eventually spotted the rogue eofs and saved the day. At least until it happened again a couple months later. Interestingly, they would invariably attribute this to some weird bug in the server, instead of malicious activity.
Thinking back on those days, it seems I had way too much fun online in my teen days, more than anyone deserves really. Unfortunately, it is unlikely internet will ever be as fun again.
There is a reason the green line on this chart goes up so high so quickly because the game representing the green line in question had proper in-game tutorials, UI that scaled properly and tooltips that weren'tt just the spell name. It didn't have stupid **** like being able to aggro vendor NPCs or having UI that didn't function properly.
I'm more than happy to give M&M a second chance if there's ever another free test weekend or other play session but expecting people to pay a monthly sub for this is ******* ********. I'd rather go and play another nochanges 1.12 for the next 2 years than suffer through M&M deliberate obscurity and friction just because its "old school" and "soulful".
It's because it played well. There is no other MMO that compares to the sheer joy of controlling a World of Warcraft character. Even modern competitors are **** from ***.
Some designs of WoW were a nice change, but certain mechanics people thought were bad I actually enjoyed in EQ. WoW removed a lot of the world play EQ had opting for faster travel, safe travel, easy recovery, etc.. rubber banding mobs with easy CR I think is a bad idea, it severely reduced risk in exploration.
Instances were nice, but I miss the camping option in play (you can still do a dungeon roam style of play similar to WoW if populations aren't heavy, we used to do Nurga/Droga and Sirens Grotto runs like this because people didn't like to hit those dungeons much).
Also, WoW completely outpaced EQ because of the player base. Prior to WoW, most MMOs were played by people who were computer enthusiasts, STEM professionals, techies, or PC gamers. The PC requirements were much higher for smooth play and most people didn't have the systems to run it. WoW opened up the game to people who had no experience with gaming, or they were console gamers who had a completely different take on game design and play. The bulk of those people had no interest in playing a game, they simply wanted to be entertained and that drove the design focus of WoW even more to a dopamine fix style of play.
I am not saying WoW was bad, it certainly introduced some good concepts in play, but it did so at a loss of various subtle elements of risk/reward play, choice and consequence and player responsibility within the game world.
The thing is, WoW is a different game than EQ in style, they don't have to be the same and I don't see why every game has to be "like WoW". I get it, people don't like EQs design, think its bad, etc... don't play it, but FFS the people need to stop bitching and whining when an MMO comes out focused to that style of play. This "OMG why can't it be like that game I don't play anymore because I'm bored with it!" its a bit annoying.
So in summary: WoW got popular because it was accessible and... dare I say it... respected people's time
It's because it played well. There is no other MMO that compares to the sheer joy of controlling a World of Warcraft character. Even modern competitors are **** from ***.
Some designs of WoW were a nice change, but certain mechanics people thought were bad I actually enjoyed in EQ. WoW removed a lot of the world play EQ had opting for faster travel, safe travel, easy recovery, etc.. rubber banding mobs with easy CR I think is a bad idea, it severely reduced risk in exploration.
Instances were nice, but I miss the camping option in play (you can still do a dungeon roam style of play similar to WoW if populations aren't heavy, we used to do Nurga/Droga and Sirens Grotto runs like this because people didn't like to hit those dungeons much).
Also, WoW completely outpaced EQ because of the player base. Prior to WoW, most MMOs were played by people who were computer enthusiasts, STEM professionals, techies, or PC gamers. The PC requirements were much higher for smooth play and most people didn't have the systems to run it. WoW opened up the game to people who had no experience with gaming, or they were console gamers who had a completely different take on game design and play. The bulk of those people had no interest in playing a game, they simply wanted to be entertained and that drove the design focus of WoW even more to a dopamine fix style of play.
I am not saying WoW was bad, it certainly introduced some good concepts in play, but it did so at a loss of various subtle elements of risk/reward play, choice and consequence and player responsibility within the game world.
The thing is, WoW is a different game than EQ in style, they don't have to be the same and I don't see why every game has to be "like WoW". I get it, people don't like EQs design, think its bad, etc... don't play it, but FFS the people need to stop bitching and whining when an MMO comes out focused to that style of play. This "OMG why can't it be like that game I don't play anymore because I'm bored with it!" its a bit annoying.
So in summary: WoW got popular because it was accessible and... dare I say it... respected people's time
If you are playing a video game and going on about "your time", well... I hate to break it to you, but you don't have much respect for your time either. It is a ******* video game, it is not high up on the list of importance in terms of "time spent" and so arguing over what is "valuable time" in terms of game features is just a big subjective ********* sandwich you are trying to shove down peoples throats.
It isn't about what is "productive time spent", it is about game play and what people will enjoy. People who are not "gamers", ie people who just play games for "entertainment", want constant dopamine hits and pats on their heads while they play. They want to win, win and win again! Any type of negative, obstacle that requires effort, or has consequence, etc... is like keeping a crack ***** from her fix and she will whine, complain, and throw tantrums to get what she wants (welcome to modern gamers).
As I said, WoW got popular because it served a mainstream base who sought entertainment, not games. You had soccer moms, random joes who were passive PS players, with the bulk having no clue what gaming was, and were often the types who would make fun of people who played them. I saw these morons give people **** in the work place for playing a game like EQ, but then they end up being WoW addicts. They have no clue what a game is, it is just another pogo game to them, etc... so obviously they aren't going to have any concept of risk vs reward, choice and consequence, etc... they are just gollums chasing the ring. FFS just look at the arguments these morons made about class balance, they are all greener's whining about what the other has and if you took any time to explain this, they would whine and complain, demanding their precious.
Respected their time? LOL I can't tell you how many times I have seen nitwits proclaim that while bitching about any sort of "consequence" in play.... buh buh buh my precious time!
Some designs of WoW were a nice change, but certain mechanics people thought were bad I actually enjoyed in EQ. WoW removed a lot of the world play EQ had opting for faster travel, safe travel, easy recovery, etc.. rubber banding mobs with easy CR I think is a bad idea, it severely reduced risk in exploration.
Instances were nice, but I miss the camping option in play (you can still do a dungeon roam style of play similar to WoW if populations aren't heavy, we used to do Nurga/Droga and Sirens Grotto runs like this because people didn't like to hit those dungeons much).
Also, WoW completely outpaced EQ because of the player base. Prior to WoW, most MMOs were played by people who were computer enthusiasts, STEM professionals, techies, or PC gamers. The PC requirements were much higher for smooth play and most people didn't have the systems to run it. WoW opened up the game to people who had no experience with gaming, or they were console gamers who had a completely different take on game design and play. The bulk of those people had no interest in playing a game, they simply wanted to be entertained and that drove the design focus of WoW even more to a dopamine fix style of play.
I am not saying WoW was bad, it certainly introduced some good concepts in play, but it did so at a loss of various subtle elements of risk/reward play, choice and consequence and player responsibility within the game world.
The thing is, WoW is a different game than EQ in style, they don't have to be the same and I don't see why every game has to be "like WoW". I get it, people don't like EQs design, think its bad, etc... don't play it, but FFS the people need to stop bitching and whining when an MMO comes out focused to that style of play. This "OMG why can't it be like that game I don't play anymore because I'm bored with it!" its a bit annoying.
So in summary: WoW got popular because it was accessible and... dare I say it... respected people's time
If you are playing a video game and going on about "your time", well... I hate to break it to you, but you don't have much respect for your time either. It is a ******* video game, it is not high up on the list of importance in terms of "time spent" and so arguing over what is "valuable time" in terms of game features is just a big subjective ********* sandwich you are trying to shove down peoples throats.
It isn't about what is "productive time spent", it is about game play and what people will enjoy. People who are not "gamers", ie people who just play games for "entertainment", want constant dopamine hits and pats on their heads while they play. They want to win, win and win again! Any type of negative, obstacle that requires effort, or has consequence, etc... is like keeping a crack ***** from her fix and she will whine, complain, and throw tantrums to get what she wants (welcome to modern gamers).
As I said, WoW got popular because it served a mainstream base who sought entertainment, not games. You had soccer moms, random joes who were passive PS players, with the bulk having no clue what gaming was, and were often the types who would make fun of people who played them. I saw these morons give people **** in the work place for playing a game like EQ, but then they end up being WoW addicts. They have no clue what a game is, it is just another pogo game to them, etc... so obviously they aren't going to have any concept of risk vs reward, choice and consequence, etc... they are just gollums chasing the ring. FFS just look at the arguments these morons made about class balance, they are all greener's whining about what the other has and if you took any time to explain this, they would whine and complain, demanding their precious.
Respected their time? LOL I can't tell you how many times I have seen nitwits proclaim that while bitching about any sort of "consequence" in play.... buh buh buh my precious time!
Here is a tip, stick to phone games...
Nihilism, playerbase insults and quips adjacent of or otherwise similar to "your game sucks because my game is more complex, frictional and takes 3x as long as yours does to do the same thing" are not arguments.
If everquest, daoc etc etc and now M&M are such better games than WoW then why would, if added to this chart, their total subscribers all put together only account for a few vertical pixels hmm?
Last edited by Olivine on April 10th, 2026, 23:17, edited 1 time in total.
Popularity =/= quality however it's impossible to try and argue that EQs uninstanced bosses/raids/dungeons etc are superior to WoW's instanced equivalent.
Last edited by Olivine on April 10th, 2026, 23:25, edited 1 time in total.
edit.. comes with a +1 also if anyone is interested.
gonna run to store but will be back later to see if anyone responds.
For all the ******** on M&M I've done so far I wouldn't mind giving it 16 minutes this time but if it still sucks I'll just paste my account credentials
Last edited by Olivine on April 11th, 2026, 00:13, edited 1 time in total.
edit.. comes with a +1 also if anyone is interested.
gonna run to store but will be back later to see if anyone responds.
For all the ******** on M&M I've done so far I wouldn't mind giving it 16 minutes this time but if it still sucks I'll just paste my account credentials
Sorry bro, nothing personal, but I got to look out for my fellow turtles first.
So in summary: WoW got popular because it was accessible and... dare I say it... respected people's time
If you are playing a video game and going on about "your time", well... I hate to break it to you, but you don't have much respect for your time either. It is a ******* video game, it is not high up on the list of importance in terms of "time spent" and so arguing over what is "valuable time" in terms of game features is just a big subjective ********* sandwich you are trying to shove down peoples throats.
It isn't about what is "productive time spent", it is about game play and what people will enjoy. People who are not "gamers", ie people who just play games for "entertainment", want constant dopamine hits and pats on their heads while they play. They want to win, win and win again! Any type of negative, obstacle that requires effort, or has consequence, etc... is like keeping a crack ***** from her fix and she will whine, complain, and throw tantrums to get what she wants (welcome to modern gamers).
As I said, WoW got popular because it served a mainstream base who sought entertainment, not games. You had soccer moms, random joes who were passive PS players, with the bulk having no clue what gaming was, and were often the types who would make fun of people who played them. I saw these morons give people **** in the work place for playing a game like EQ, but then they end up being WoW addicts. They have no clue what a game is, it is just another pogo game to them, etc... so obviously they aren't going to have any concept of risk vs reward, choice and consequence, etc... they are just gollums chasing the ring. FFS just look at the arguments these morons made about class balance, they are all greener's whining about what the other has and if you took any time to explain this, they would whine and complain, demanding their precious.
Respected their time? LOL I can't tell you how many times I have seen nitwits proclaim that while bitching about any sort of "consequence" in play.... buh buh buh my precious time!
Here is a tip, stick to phone games...
Nihilism, playerbase insults and quips adjacent of or otherwise similar to "your game sucks because my game is more complex, frictional and takes 3x as long as yours does to do the same thing" are not arguments.
If everquest, daoc etc etc and now M&M are such better games than WoW then why would, if added to this chart, their total subscribers all put together only account for a few vertical pixels hmm?
Ok, goodie... can we do this with music next? LOL
Though, what does any of that have to do with my point that mainstream (the bulk of gamers) want to be entertained more than they want to play a game?
edit.. comes with a +1 also if anyone is interested.
gonna run to store but will be back later to see if anyone responds.
For all the ******** on M&M I've done so far I wouldn't mind giving it 16 minutes this time but if it still sucks I'll just paste my account credentials
Sorry bro, nothing personal, but I got to look out for my fellow turtles first.
Did you hit Kal up? He was one of the biggest players of it, seems like he would be the best choice if he doesn't have one yet.
I made a (surprise!) shammy, I must say this reminded me why I hate pvp servers though. I got my **** randomly pushed in while running to the bank, that sucked. Luckily I'd already stashed my silver.