It's also Rift in Space. Also, Warhammer Online in Space. It's LotR in Space. Hell, Eve's practically the only MMO out there that this game isn't.
Well...this. But there's a reason
why Rift, Warhammer and LotR came out after WoW and share WoW's mechanics. It was a successful business model. It's the MMO that went 'big'. Subsequently, as far as
mechanics are concerned, they
are WoW clones. (Not referring to Rift, as haven't played it, mind you
) And yes, WoW had refined the model based on earlier MMOs (Everquest? Seemed to me Everquest and Ultima Online were the two main early MMOs which completely different styles and EVE had a lot of inspiration from UO...I think it came up in a devblog once. TomB or someone. The karma system feels very similar to the security system in some ways, with blue greys and reds but I digress...) but nowadays you don't
really get anyone stepping away from that formula (linear play-style of carrot-on-a-stick quest and rewards, no losses from death, no real dynamic consequence to pvp, similar interface). And if you do, they tend not to be that successful. (Tabula Rasa, f.ex)
Certainly LotR
is WoW in middle earth regarding how the game is played. I don't think it's innaccurate or disparaging to say that. And in some ways it works, and in some ways it feels very shoe-horned in. (Like you can work the 'resurrection' stuff into WoW fairly easily, but in the Lord of the Rings books people weren't popping back from the dead all the time. The only person who really did that was Gandalf. So in the game you don't 'die' you merely suffer 'defeat' and lose morale and retreat from battle...) Though I think it does go beyond mechanics and there are social elements and similar vocabluary like 'end game' and 'raids'. I don't remember the words 'raid dungeons' being used anywhere in the Lord of the Rings books. It's just WoW has them, so the modern MMO (particularly fantasy I guess) feels it needs to have them also, to compete. Even the classes are very similar in terms of a group dynamic - you have a tank, you have a healer, you have your dps and they all work in the same way.
And that's just expected as the norm now and has become synonymous with MMOS. I've seen people go into EVE and be utterly perplexed when they're asking people what 'end game' is like and how you 'level up'. I'm not trying to be elitist here, just stating those things are accepted now as normal. I don't think pre-WoW this was the case.
I don't hate WoW - well, that's not entirely true. I have a love/hate relationship with WoW. There's been long periods where I've played it avidly, enjoyed it - because it is very good at what it does - then got burn out at the repetitive nature of it and lack of...well...anything meaningful occuring. It's becomes a never ending quest for phat lewts ultimately. And then I tend to think fondly of games like Ultima Online and Eve that have offered more of a 'create your own adventure' scope, and have offered something different and innovative and introduced real
loss.It isn't WoW. It's WoW's success really. It appears to make other game companies too cautious to do anything other than recreate the wheel (or place the wheel in a different setting). And the thing is - yeah, if it works, fine...but...We already
have WoW and nobody is going to make a better one. So I would rather game companies moved away from that in the future and, as with EVE, tried to create something completely different and innovative...and organic I guess, mechanics that develop with the gameworld, being suited to it, rather than having another game's mechanics shoe-horned in.