In the course of evolution that MMORPGs have gone through, a number of significant features have been implemented and have proven to be so popular that they became inextricably tied to the MMO genre. Of course, these features don't need to be in an MMO in order for it to be a success, but the popularity of the feature itself can be tempting to copy or develop upon. Take, for example, when Mythic introduced "Realm versus Realm" combat in Dark Age of Camelot, and then followed up on this with more RvR goodness in Warhammer Online. Now we see games like EVE Online, Final Fantasy XI, Ragnarok Online, Planetside and even World of Warcraft employing various forms of RvR, where pre-set player factions fight against each other for territorial supremacy.
These days, however, RvR doesn't appear to be the great feature that's sweeping the MMO development world - it seems as though customization is where our latest games are heading. For example, EVE Online is all about customization, Final Fantasy XI has merit points, where players can choose three or four bonuses they want from a pool of ten choices and World of Warcraft's introduction of gems and runes allow players the opportunity to further customize their characters' abilities and capitalize upon their strengths and weaknesses. During this year in particular, character customization was ramped up even more with the launch of Champions Online and Aion, which feature two different 'styles' of customization; CO with its absolutely mind-boggling full character customization and freestyle power choices, and Aion with its incredibly deep aesthetic character creation system. On paper, it would seem that full range customization options like these are fantastic ways to let users feel 'unique' with their character, but is it all sunshine and happiness?