Why did you launch with 2 factions and one linear path for leveling. Why did you not add factions and more leveling paths in expansions. - Wow did
Why did you recycle the already low amount of content you launched with ( i.e. the advanced dungeons or hardmode ) - WoW did
why were dungeons linear - WoW's were ( later ones anyway )
why did you try to balance pvp and mess up souls for PVE - WoW did
why did you bother with instanced pvp minigames ? - WoW did
why did you have such a short leveling curve and rush people to a treadmill - WoW did
why did you blow the soul idea somewhat to hell by introducing more vertical progression in classes. ( not sure WoW applies here but they definitely neutered their only unique feature.
In a general sense I would like to ask them why did you copy WoW including its deficiencies.. The answer is obvious to me but I would like to see that trion is doing something original as they could have with RIFT... I thought they were a great developer as far as quality of content but on the idea side I want to see more than ohh shit lets copy Minecraft or EQN:L or WoW this time around.
For the record I really want to see Trion do well and do something somewhat orginal but given their past I just don't see it happening.
Two Factions: They launched with them because it was an industry norm. They got rid of them before the expansion or around the same time.
Heroic Dungeons: Again it's an industry norm. A lot of people skip dungeons as they level. It's a way to reuse content and allow players to use the content that might of skipped over it. Almost all games do this now. It's not exactly a bad thing especially since most games have fast leveling.
Linear Dungeons: They suck ass, but they're easier to make. I assume they would tell you about development time and budget. However, they have launched some dungeons that weren't linear. There was one that was really really well done on Ember Island.
Class Balance: It was balls, and I hate them for it. Rift always had terrible PVP.
Why was PVP instanced: Industry norm and people really like it. Thats why. They did launch Conquest and other things that took place in the open world.
Short Leveling Curve - Industry norm. People want fast leveling so you either make it longer by a touch or shorter by a touch. Rift wasn't ever going to launch with a 4 month leveling curve.
They copied the WOW formula for sure in a lot of aspects, but tried to improve upon it. What did you expect them to? They were catering to a market dominated by one game so they have to translate some of those aspects into their game. There are faults with the game, but copying what a lot of people like is not one of them. You have to realize that Rift was under production for a while then it stopped cold when Scott came in. They went black for a year or so and completely revamped the game from what it was. On a short time table and a small budget, I think they did a pretty good job. Especially for a new studio.
I'm not apologizing for them because they made plenty of mistakes and bad design decisions from my point of view that I can go on and on about, but they don't deserve to be blasted for Rift. Blast them all you want for Defiance which was a debacle.