Are you trying to say Vanguard failed because it was a WoW clone? It's a stretch to even claim it failed based on any game design decisions.
It failed because it was unplayable... Lol.
It felt old as a brand new game. That's a feat!
Sort of. I played it with real life friends who were big WoW players, right around the time of release. We were constantly fighting against bugs and performance problems. We would make a group and the UI wouldn't show everyone. So everyone disbands, and re-invite. Eventually that worked. Then we could kill stuff and the need/greed/pass thing would pop up but people wouldn't get their item and the item would remain locked on the corpse forever, so nobody could actually loot it, even if you just abandoned the group, the item was lost forever. And then someone would crash, which was a 30 minute regular thing. With 6 people in a group regularly crashing, it's hard to get in to any kind of groove. Basically my friends thought it was a huge pile of shit and quit before level 15 and never went back.
That said, I think they did become a WoW clone along the way, and it suffered because of that, especially because WoW is so slick. I think if it was a natty hardcore old style MMO, the type of players it catered to might have been more forgiving about the bugs and stuff. I know I was, because I stuck around and I still play even now, but it was the gameplay which ultimately made me un-love it. The boring quest grind with a group of noobs who can't play their classes, and the boring, uneventful dungeon runs, that's what killed it for me.
It sounds cool but it was a miserable failure, which is why it was mostly cut. There was no dumbing down or WoWing up of the combat system to please "noobs", it was removing something that wasn't even remotely fun, a good internal decision. This is why developers don't or shouldn't talk about mechanics they aren't sure about, because they get spun up in people's imaginations and when something that doesn't work is taken out you don't hear the end of it.
I just wish you'd stop talking about it like it was more than an experiment that didn't work out.
I disagree with everything you say, and I wish you would stop talking like your opinion is the only one that's valid.
The original combat design was a huge part of the game. It was presented to the fans right from the start and it's the main thing that got a lot of us interested in the game in 2004/2005 or so. There wasn't much competition then, everyone was just talking about EQ, WoW, and EQ2. So the idea of a whole new style of combat that was MTG inspired, was really exciting to a lot of people - especially MTG players. So the fact that it was dropped is not some minor insignificance to some of us. It was a massive let down and it's something I have wished would show up again sometime but maybe never will. The nearest I've seen was MTG Tactics by SOE, but that was too expensive to play.
But your version of history seems different to the one that I saw and read about. What I read is that the game was originally designed like a new EQ, players would go out in groups to hunt mobs, and crafters would tag along to try to harvest around them. But they kept running in to stuff that was too hard and didn't know where to go, and they bitched constantly on the beta forum. And this was a big reason why they decided to add all the quests, so that they would guide people through the game area by area. In fact I think I remember reading one of the devs on here say that they were all thrown together in literally the last year or so before release. All of these things matter. I even saw Brad post on the official forum saying that he hopes to attract former WoW players who had outgrown it wanted something a bit deeper. It seemed obvious to me that they became more obsessed with going for the WoW audience and forgetting about the old EQ1 players they seemed to originally target. To me that's a big part of Vanguard's failure, and something they need to right this time around.