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 and
D3 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.