WoW: The Little ThingsYou know, it's the little things that really get you about this game. As much as you might want to concentrate on the big differences (*coughgraphicscough*), it's all of the little differences that tend to stick out in your mind.
Like in FFXI, the Humans don't look like they have Elephantitis.
I kid, I kid.
Besides, the Humans in FFXI look like they're all going to get together and start a boy band.
No, it's the subtle things that really get you.
The map markers for everything.
I'll grant you that this makes the game a lot easier.
Unfortunately, it makes the game a lot easier.
That wasn't a typo. The unfortunate thing about making the game easier is that you can make it a little too easy.
Basically, little yellow icons show up on your mini-map telling you where to find new quests or where to go to complete current quests.
Why is that too easy?
Well, some of the quests involve you finding a nearby NPC and delivering a note.
That's not particularly challenging when the second you accept the quest, yor map tells you exactly where to go.
Wow... How am I supposed to find one NPC in such a big city?
Oh... He's right there.
And he's conveniently highlighted.
Also, the drop system is strange. While certain enemies drop specific items, there's also a chance they could drop any one of dozens of other pieces of equipment.
Kill a spider and he drops a pair of Bard's Shoes of the Monkey.
I do not know why a monkey would have shoes.
I do not know why a Bard stole a monkey's shoes.
I certainly do not know why a spider then stole those shoes from the Bard.
There must be a very large underground shoe black market in Azeroth.
In FFXI, that low level lizard drops a pair of low level boots.
Just the boots.
Basically, you are either getting boots or not.
You're not also going to find some Monk artifact armor.
Lizards make terrible Monks.
It's the little arms.
It would, therefore, make no sense for the lizard to carry Monk artifact armor.
Not in Azeroth.
That condor you just killed... Carrying a giant shield of epic kickass.
That makes perfect sense.
Speaking of drops, some of them are "Bind on Pick Up." That means that as soon as you pick them up, they bind to your character and cannot be given to another player.
Now, you're probably thinking this is very similar to the whole Exclusive tag on items in FFXI. That tag means you cannot trade the item to other players.
That's not the problem.
The problem arises out of semantics.
In FFXI, the item simply can't be traded. It is exclusive.
But in WoW, the item is bound to you. It quite literally binds to your soul.
My question is how in the hell you get it from the enemy.
If it binds to the soul of whoever picks it up, shouldn't it be bound to the soul of the monster?
Aren't semantics fun?
Oh, let's not forget the crafting system.
Almost, if not, all MMORPGs involve some form of a crafting system.
This isn't new.
The crafting system in FFXI is very challenging as you have to look up recipes in order to create working combinations of materials and to determine if you have enough skill to actually craft the item.
In WoW, the crafting menu tells you which recipes you know, which materials are required, and even tells you if you have enough materials to perform the craft.
It even tells you which crafts are more likely to help you skill up.
This is incredibly convenient, but arguably too simple.
Oh... And you can't fail a synthesis.
Arguably too simple.
And by "arguably", I mean "obviously".
Maybe I'm just making a big deal out of tiny differences.
It's not like me to overreact though.
No, it's the little things that make a game what it is. It's those nuances that make a game unique and interesting.
It would be wrong of me to suggest that these differences are inherent flaws and that WoW is an inferior game.
Luckily, I quite often do the wrong thing.