This is something it's impossible to be wrong in because a can work with or without a chat.
Depends what you mean by "wrong". Everything can "work" to some extent, the question is, how well?
And I know tons of people who are of my opinion, It's strange that most people on this forum is mostly of other opinion.
Well it's called diversity of opinion, if everyone had the same opinion about everything the world would be a boring place.
But since this forum isn't only for gamers but a lot of IT guys and people who don't even like games..
Well, that's where constructivity comes in, people who just hate for the sake of it will have a hard time explaining why they disagree.
But it's such a stupid way of making game designs.. It's like you're studying to become a cook when you don't even enjoy making food and prefer just throwing in a frozen pizza in the micro wave when you get home.
I don't understand the analogy here. I am pretty sure many people on this forum including this thread love playing games, making games, and have some to a lot of experience doing just that (playing and making games, that is). They know what they like and they know what their friends/people they've played or worked with/ like in a game. It's impossible to please everybody, so if you have a novel concept go ahead and try it out. Hell, no world chat would probably work somehow, but what people are trying to tell you is that world chat is there for a reason and that taking it away may have repercussions you hadn't forseen. Nobody is forcing you to listen to anybody's opinions, but when you ask for them you have to expect that some opinions will disagree with yours.
They might just be stuying game designing and looking at what majority of players are generally saying in games like World of Warcraft and what big studios likeblizzard have done in their games...
WoW works because it appeals to players. And world chat plays a huge part in that. If it wasn't possible to communicate to people via whisper or some other channel, it would be difficult to coordinate stuff and in general people would either get turned off or use some other means of communication via a third party application. Communication is fundamental to how humans work and game features pertaining to it can be MAJOR turn-offs if they are not done well. I know many people who basically use WoW as an online chat without actually playing the game. They just sit there and talk. Depends on your perspective but for Blizzard this is a major success, as these guys will be happy no matter what happens in the game, as long as the chatbox doesn't disappear.
Nobody is forcing you to follow Blizzard's recipe. You are free to try out new, exciting stuff. But perhaps it would be wise to search for people/games who have attempted something similar to what you are considering, and looking at the results. Depending on your goals it may not be what you wanted.
And It's also very stupid to listen to WoW players because there were such a gigantic amount of players introduced to MMORPG's with WoW.. They've never played MMORPG's before.. maybe they've played counter strike before... or age of empires... maybe they've never played a multiplayer game.. and even a HUUUGE part of the players never even played games before.
You don't "listen" to WoW players, the population you see on the various forums online makes up maybe 1% of the total amount of players. It hardly reflects the entire population of WoW. You simply cannot make conclusions like that.
The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.
- Pessimal Algorithms and Simplexity Analysis