\n\nChat. Unsurprisingly, global chat is like an interactive version of YouTube comments, but while the game lets you mute channels (yay!) it forgets which channels you muted when you log off. Worse, whenever someone in the world says something in global the UI appears covering a goodly portion of the screen for a few seconds.\n\nContent. The content isn't bad, but it's very generic (and very clearly \"inspired\" by WoW). As far as I can tell this is a game largely produced by Chinese artists and programmers with a small core of Europeans in design positions. The whole thing seems very \"cranked out\". It's solid enough (and probably has fewer typos in it than WoW did at launch) but it's not terribly interesting or inspiring, and you won't find little jokes and easter eggs tucked into every nook and cranny the way you do with WoW.\n\nBugs. Every escort quest seems to be flaky. It's also not clear that the game realizes you've failed one and if so whether or how it can be re-attempted. (I'd be fine with escort quests being impossible to retry, but I'd like the game to actually cope with it properly.)\n\nProbably the worst/scariest thing about O&C is it's the first game I've ever played on my iPhone4 that made it run hot. And I'm not alone in this -- I saw comments in global chat along the same lines. (And there's no similar problem on our first generation iPads.)\n\nAnother big difference from WoW is in the level of spoon-feeding. In WoW you can basically go from start to finish by simply taking any quest you see offered and doing the quests you've been given. As of recent expansions there's even in-game support for telling you where to go and what to do (if you target a mob, for example, you'll be told if it's something you need to kill or loot for one of the quests in your journal). O&C provides much less hand-holding, to the point where entire quest hubs need to be discovered by exploration with no real prompting. Players who like exploring maps will be rewarded.\n