I’ve been playing World of Warcraft for a bit more than four years. I also played City of Heroes for a year (unfortunately, it happened to be the last year of its existence - I discovered it late). When I started playing WoW, it took me about two minutes to figure out and become comfortable with the movement controls. When I started playing CoH, I found the controls to be virtually identical, and I stepped into the game with no difficulty. Both of those games have/had the “standard” WASD keyboard controls, along with the ability to steer by holding the right mouse button and moving the mouse. This setup was so intuitive that I “got it” almost immediately, despite no MMO experience prior to taking up WoW. My only 3D gaming experience before MMOs was a lot of Duke Nukem 3D and a bit of Doom. I’ve done no console gaming since the Super Nintendo.
I’ve been trying my hand at a few other MMOs, with mixed success. The movement in RIFT is pretty much the same as WoW, and LotRO is pretty close. But I’ve tried a few others with very mixed success:
D&D Online: Uses a click-to-move system that I found counterintuitive; lost interest in the game for other reasons
Tera: Uses a FPS “mouse-look” movement system - you hold down ‘W’ to move, but steer by waving the mouse around without holding down a mouse button. I found this incredibly distracting and disorienting; you can’t move the mouse at all without spinning your character around. So frustrating that I uninstalled the game before I got out of the starting area.
Wizardry: New F2P MMO from SoE, based on the old-school Wizardry RPGs from the 1980s. It looks fantastic but … I simply could not make my character go where I wanted. By default, both the X and Y mouse axes are “reversed”. I found the setting to change that, but even then the movement controls felt so strange that I couldn’t stand it. Like Tera, uninstalled before getting out of the starting area.
So that got me thinking: Is it time for the various MMO developers to agree on a standard for movement? Differentiate all they want in combat systems, content, and other features between games, but let them all handle movement the same way. Character movement is such a basic thing that, IMO, there’s really no need for innovation. You just need to be able to move forward and backward, turn right or left, or strafe. The earliest games came up with a simple, effective, and mostly foolproof way to do those things.
I look at it like driving a car. Cars all look different, have different instrument layouts, different features, etc. But the movement controls are the same (disregarding manual vs. automatic transmissions): steering wheel, accelerator, and brakes are in the same places in every model of vehicle. I went 15 years without driving, and during my hiatus car makers came up with this “cab forward” design philosophy. When I started driving again, I had some difficulty relearning how to parallel park because I wasn’t accustomed to not being able to see the front end of my car while sitting in the driver’s seat … but I could still drive the car just fine because the steering, accelerator, and brakes all worked the same way they did on the older cars I’d driven in the past.
I just wonder how many people might end up missing out on an otherwise good game because, like me, they found the movement controls confusing/unintuitive.