First off, let me say that I'm not agitating for WoW
to copy all of Diablo III
's improvements. A lot of the stuff D3
is doing now since the 2.0.1 patch are things WoW
absolutely should never, ever do. But as valuable as it is to say that WoW
should copy some of D3
's better innovations, some times it's even more valuable to be absolutely clear on what would never, ever work if it were ported to the MMO space. (And vice-versa, as I think some of the problems that patch 2.0.1 solves are problems caused by trying to make D3
too much like an MMO). So, then, what can we learn from patch 2.0.1's successes?
Well, both WoW
are loot based games -- at their hearts, you kill monsters for their loot in both. Diablo III's
Loot 2.0 is an amazing system for itself -- it's fun and exciting when the loot you get from monsters ends up being awesome. But for WoW
I think a system this personally rewarding would be insane
. World of Warcraft
is not set up for you to have some of the coolest, best items you'll ever see just drop from random trash, because WoW
isn't a game designed around the idea of constantly going on reaping trash stomping dungeon crawls. The social aspect of WoW
, with communal play of small 3, 5 and larger group content isn't the same as D3
and its multiplayer. If anything, Warlords
' item squish is already a cautionary tale of the kind of excess that Diablo III
not only rewards, but exults in. Nothing helps drive the lesson home that these are different games like their different approaches to loot.
That said, WoW
can learn something from D3
in terms of the way loot works.