The Changing Face of World of Warcraft
Back in March Blizzard released patch 2.4 and significantly altered a good portion of the overall gameplay and provided a much more casual experience. Since then Blizzard has continued to make the game more approachable through new dungeons and removing attunements and other restrictions throughout the game. While this may open up a lot of new content to the masses and help the game's overall appeal, does this continuing trend promise to alienate the high-end players who thrive on new challenges? Should Blizzard care?
one of the oldest guild Death and Taxes disbanded today, citing such change as one of the reason. (http://www.worldofwar.net/n/413578/death-and-taxes-disband)
does this continuing trend promise to alienate the high-end players who thrive on new challenges?
The high-end players got to be high-end players through thousands of hours of grinding. They don't thrive on new challenges, they thrive on the same old ones.
They released the Sunwell at the same time, a 25-man highest end raiding dungeon. I'd hardly call that something for any but the most hardcore pve players.
The latest patch has been great for me. I'm more of a casual player and now I'm able to level up with just a couple hours of gameplay. Before it would take me a good couple days to increase just one level, which got increasingly frustrating and became the main reason why I canceled my subscription last year. I'm also a big fan of soloing and now I'm able to do that in more areas of the game (I usually do the party quests and dungeons during the weekends when all my friends are able to connect at the same time).
Overall I think it was a good move for players like me. I don't know what the "old-timers" would think about it, though...
game companies.. need to put some real loot in the game.... gas discount cards, fun tickets to go to the movies or discounts on outdoor activities. At least that would give some players a better reason to log on than mindless hours of grinding and crafting. Sure , that would shoot them in the foot. Not really I say, then you get a player wins a gas card.. they are on the road not logged in but stll are paying 14.99 month for something they do not use. Sounds win-win for the game company.
It seems to me that they make more money off Casual players since they require less server time and their subscription ends up bringing in the same dollars as hardcore users that are online 24/7.
MABASPLOOM!
Full disclosure: I play Warcraft in a raiding guild.
Anybody who cites the removal of attunement from a high-level raid instance as a reason to give up raiding is a complete and total idiot. The fact that you can set foot into a raid does not in any way mean you can beat it. The only thing attunement gives is a way for raiding guilds to weed out the complete and total idiots. Honestly.
For those of you that don't grasp this, here's how it was before the patch:
Level to 70. Replace gear with low-level dungeon loot, and complete a quest while you're doing that. Raid one thing and get better loot. Raid the next thing and get better loot. Raid the next thing and get better loot. Hooray, you beat the game, go outside.
And here's how it is after the patch:
Level to 70. Replace gear with low-level dungeon loot. Raid one thing and get better loot. Raid the next thing and get better loot. Raid the next thing and get better loot. Hooray, you beat the game, go outside.
Guess what. It doesn't matter if there's no attunement. Everybody still had to spend the identical amount of time and effort getting better loot to even survive stepping in the front door of Illidan's house.
Just another "DOJ fascist authoritarian totalitarian bootlicker" -- Zeio
If you want to see new content, you cannot do so as a casual player. I was far beyond a casual player (2 RAIDs a week, several hours of farming) and still noticed, that i was falling behind on the content scale.
New instances were added faster i could complete them. Going through SSC and TK literally took months. The RAID had several crisis meetings, weaker players were encouraged to seek their fortune somewhere else. In the end, we made progress and were inside the black temple, but the fun was left behind. In April i quit after playing my Rogue for more then 2.500 hours.
Quitting hurts... as intended. But there was no choice. You can either do the easy instances again and again or try new content. There you need two things: equip and error-free playing. I loved the game, but it was becoming a second job. No need for that :-(.
The desertion rate is currently high. In the month after i quit, the RAID lost 4 more players with 3+ years under their epic belt. There are still new players coming in (still got 330$ for my Rogue), but WoW is loosing a lot of experienced players currently.
All the things done for casual players considered, the R&D of Bliizzard is still focussed on the power gamer (Nihilum&Co). 90% of all instanced content (SSC and higher) will only be seen by a small minoritry of all players (~15%).
Please don't missunderstand me: The game was fun till the last minute. But to continue and make progress it would have required more time of me, that i was prepared to give. The content for the casual player (daily quests, small isntances, etc) didn't appeal to me.
CU, martin
Blizzard are considering the future and managing their resources based upon that. Some of the profit from WoW goes to maintenance, some to developing new patches and content; and some undoubtedly goes to future projects (World of Starcraft/The New World of Warcraft, or whatever they have up their sleeve). Also they are considering how to keep the larges majority of their players from changing to Age of Conan, Warhammer Online, Generic New RPG/FPS/RTS/BIG-BROTHER-STYLE - MMO. New products will continue to hit the market and as they learn and improve in quality serious challengers to the dominance of Blizzard will arrive.
I think Blizzard are willing to risk alienating one group of their players if it means holding upon another; if indeed those are mutually exclusive. Whatever happens I am sure in the end serious competition will force Blizzard to improve or die.
The Long Now Foundation
The problem with this is thinking of it in terms of how much time you've spent at it. Did you play the game and have fun during all those hours? If so, great, "mission accomplished." If not, maybe you should reconsider what you're doing.
If you're playing for fun, the memories of the good times you've had shouldn't be diminished just because somebody else now gets to see that content. You still got there first, anyway.
The OP apparently isn't up to date on the latest about the next WoW expansion (Lich King). ALL raid instances will be playable as both a 10-man and 25-man; the differences will be loot and difficulty. I'm a casual player - I haven't been in a 20-man raid since Burning Crusade came out. I would probably have quit the game soon, except for this news. I enjoy all the stories and quest lines woven into the game, and now, FINALLY, I will be able to participate in "the big ones," even with "only" a 10-man raid.
...and I blame the dailies, mostly. The actual content they provided wasn't fun. At all. If not for the competition issues, you had to content with serious burn-out problems from doing the same EXACT thing over and over again, day after day. The problem with skipping this grind lies in the massive gold inflation caused by them. Your gold pieces were getting smaller by the day.
Of course, you didn't have to grind away on dailies. You could always grind badges instead. Or grind PvP by getting your weekly beatings in the arena.
The point was made up above, but I'll reiterate it: Play has changed to a combination of the best gear and a complete mastery of the metagame.
And frankly, if you're lacking in either of those areas, this really sucks the fun right out of it - ESPECIALLY when mindless repetition is your only way out of the deficit you're facing.
Oh, and when that next patch hits, you're now even further behind. Gratz!
Essentially the surge of WoW players is one of the reasons I think that EQ2 was dumbed down. It's one of the reasons that my interest in EQ2 didn't last long after some changes were made and ultimately the reason that Sony lost a subscriber.
At this point I'm kind of set off by MMORPGs. Just like Hollywood, the gaming industry has a way of creating cookie cutter results. What fun is it going to be for a real gamer if they start to dumb down in order to draw in the casual player? Not that I play 60 hours a week or something but I certainly don't mind a challenge. How many more MMORPGs will be dumbed down to follow WoW's lead?
Also, as a side note; Age of Conan came out today. I took some interest until I found out that it was 50 USD without ever stepping foot in the game and the games website seemed to have little content (not that I spent much time there). Why is it that a gaming company still thinks that we should shell out bucks to buy a game that we need to subscribe to? I'd be much happier and more likely to try it if I could download the content and play for 15 USD a month. I'm a hell of a lot more willing to pay 15 to see if I like a game instead of 50 for a game that I can't play without shelling out another 15 if my interest in it wanes for a few months.
Dedicated Cthulhu Cultist since 4523 BC.
This has always been Blizzards style with WoW. The grind is what you pay to get to be some of the first to achieve something.
And no, I ahve never felt I was screwed. No more then I feel I am screwed when the people who get to the theater first have to wait longer for the movie then the person who walks in last.
Fortunatly, I only did the initial grind for a few things, not worth my time. OTOH some people find being one of the first with a Dragon mount worth the extra effort. The players I know that got one knew they would become easier to get latter on but got one anyways. Yes, that's a tiny sample size, but I would be surprised if it didn't reflect what all the Hardcore players know.
Too bad they force you to play~
The Kruger Dunning explains most post on
about making a game that keeps making them money. The vast majority (something like 86%) of their player populace considers themselves "casual" which basically means that they will play the game as long as it's still fun to them. 8% of players (that's the last number I heard, anyway) are involved in regular runs of end-game raiding. Clearly, they do not represent a significant portion of World of Warcraft income; yet, their voices have had a significantly inordinate impact on game play for much of the life of World of Warcraft. The remain ~6% are "hardcore PvPers" who went through their own (shorter) period of inordinate influence over gameplay; yet, again, we can see that they are not a major source of income for the game. Blizzard is now starting to recognize that they can reduce their overall churn rate by conctrating on that 86% of players who want to play for fun and comradery and do it in the 2-10 hours a week that they wish to set aside to play. And if you play 40 hours a week? Well, you should probably go hit the gym because you are probably raising the rest of our health insurance rates.
Read radical news here
I'm a nitpicking bastard for saying this, but I think you're confusing a World of Warcraft "raid" with RAID, the acronym that means "redundant array of inexpensive disks" to the IT industry and computer users. While it's possible for a person to save screenshots of their WoW raid to their RAID volume, saying you can't wait to join your guild's RAID makes it seem like you're just shouting the word "raid" for some strange reason. :)
We saw this with the last expansion, this is just a refinement. At end-game level before the release of first expansion, you had tons of people at level 60 but with wildly different gear levels. Maybe you were still trying to down the first MC boss or maybe you were uber and were clearing Naxx. You were not equal. Then TBC hit, we went to outland and within 3 levels we had all been equalized by green quest rewards that were better than the best we could get in the old world. It was a great big reset button and everyone got to start over. People complained about working so hard to get their Tier 3 stuff only to DE it at level 63. This time, their giving raiders, casuals and PvPers ways to get roughly equal gear in advance of the new expansion, to cushion the shock, I'd guess. It's the reset button again. We'll race to level 80 from roughly equal footing, the 25 man content will be hard, there'll be new raiding guilds and casuals will be locked out of the best gear again. Until the NEXT expansion, at which point they'll nerf things and hand out epics to equalize everyone once more. It's a reset button. Just consider it the start of Season Three. :)
not quite. first 15-20% at the start, yes. rest, tedious.
Why not quit after that first 15-20%?
I think anger at Blizzard for making the part of the game that you admitted wasn't fun for you more fun for other people is misdirected.
It sounds like you're basically saying that you're upset because you want others to have to suffer as you did; i.e. classic Sophomore Syndrome.
If you're still playing, I'd suggest that you definitely want to quit before the next expansion, since nothing you're doing now will matter in 5 levels.
The enemies of Democracy are
The Burning Crusade expansion was already the beginning of the end for the 'serious' raiders. When they decided to not introduce more 40-man instances they killed a lot of raiding guilds, including mine. The day they announced that fact people I knew started leaving in droves. I stuck around for a couple months after TBC came out, but I just couldn't do it.
By forcing smaller groups, they caused both an increase in smaller, tighter cliques of players, alienating many on the outside, as well as limiting the likelyhood of non-cookie-cutter classes and builds from getting into raids. This further alienated even more players.
If they ever release a lot more 40-man content I *might* consider re-subscribing, though a high price for buying the expansion will likely stop that. There's also the whole issue of "I already have a job, I don't want to play like I have two," which was a large factor in me quitting.
He's saying that in order to do something new or something that you enjoy within the game you are forced to grind first. It would be like if Tetris required you to get 100,000 points in single player everytime you wanted to do multiplayer.
No. You cannot get a full set of T6 quality gear from badges. You can get maybe 5 pieces that are sub optimal but near T6 quality. 5 pieces out of the 17 you earned doing 25-man raids.
I'm sorry but if you compare a 'lolheroic' person with all badge gear to a full T6 raider it won't even be close.
This is a common argument, but as a raider I find it dishonest. Yes, casual players can now get T6 level gear. No, this isn't a slap in the face, here's why.
1) You can't get a full set of T6 level gear from badges. Take cloth for example, there are three pieces of healing gear at the T6 iLevel. That's not even half the armor class restricted slots.
2) It isn't easy for casual players to get badges. They don't already have T6 geared people to destroy Heroics with, or to burn through Kara in under 2.5 hours. At the highest end of the casual spectrum, they might be able to muster one upgrade for themselves a month.
3) Experience counts. You can't ebay 25 T6 toons, wowwiki a strat, then waltz into BT and kill Illidan. Skipping progression like that is like skipping grades in school. You're either extremely smart or extremely stupid.
Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
It's really rather hard to say, but I'd be willing to bet that the casual gamers bring more money in. However, it does depend on their economic situation. I'm a casual player of WoW and spend maybe a few hours here and there during the week/weekends, but I pay largely so that I have the game available as an entertainment fallback in the event I grow bored of other hobbies. If my guild is any indication of this demographic, we have a large number of working professionals who keep their accounts active solely for the purpose of having it available. I've been a paying customer since release and have never once cancelled, but then again, I haven't played nearly as much as some of my friends who are hardcore raiders.
I think much of the development effort goes into the hardcore segments simply because they are the most vocal. It's also possible that they receive more of the attention because casual gamers might look to them for the "next big thing." Failure to keep the hardcore gamers entertained well enough, and they are much more likely to dump the game for something else that comes available on the market. I recall that many of the hardcore sort from my realm dropped WoW as soon as LotR Online was released. Some of them dropped LotR Online within a few months and returned--others, well, I assume the remaining segment for which no rumors persisted must have grown up and gotten jobs or went off to university.
But, this is all contemplation based upon anecdotes. It certainly is possible that Blizzard develops most of their content for the hardcore segment because they might bring in the most steady amount of revenue (the 80/20 rule might apply here: 20% of the customer base brings in 80% of the revenue). On the other hand, it's also possibly a case of the squeaky wheel getting the grease. The market segment which is most noisy is the one that a) consumes the most resources (bandwidth, server time, etc) and b) requires the most development time. Thus, I really don't see how the casual gamer market would necessarily be a losing battle--if they pay for time and bandwidth they never use, it's at least 90% profit for Blizzard.
Looking back on it, I think it might be more applicable to compare WoW to ISPs (usage patterns do depend on the demographic and communities served, however). There's a significant number of users--although I'd wager it's less than 30-40%--who may pay for the lowest tier connection they can get away with but they use it only for e-mail and seeing pictures of the grandkids. Are casual gamers the "grandparents" of WoW who just log in periodically for a brief fix? It's hard to say, and I'm sure Blizzard would be wise to keep such numbers a closely guarded secret. Thus, one can only conclude either (or both) of the following: a) hardcore gamers bring in the most revenue, thus content is developed with a focus on them or b) casual gamers bring in a fairly significant chunk of cash and require the least amount of development time, therefore it is prudent to develop some content within easy reach of the casual gamer.
Keeping this in mind, think about some of the recent announcements regarding WotLK. It is rumors that even the Arthas encounter is going to be a 10-man instance with an option for better loot and a 25-man raid. I'm wondering if this change is intended to help casual gamers or smaller groups of an expected dwindling hardcore population? Regardless of which of these might be true, Blizzard is probably very well aware that its audience isn't getting much younger. My realm is a good example of this: Most players are working people and professionals now, whereas when it started, most of us were either just starting university or graduating high school. Now, however, most people are starting to move on in their adult lives and have little extra time to deal with (some are also going into graduate student programs). While this is only representative of my realm, I'd imagine it's a general trend across the entire playerbase. If Blizzard doesn't appeal to casual gamers, it's going to lose them to games that do.
He who has no
In 2.4 Blizzard released the Isle of Quel'dollar. Apparently it is the island where all the gold farmers go when they die, because without an epic mount or even a functional cognitive system you can do quests that give you hordes of gold. These quests range from "kill this type of thing" to "fly on this and bomb that" with an occasion al "zap this, or kill that to get this item". Not saying I expected a lot or wanted it but I wouldn't say this was a huge patch for non-raiders. In fact it was sadly the first added content patch (major one at least) that I can remember that didn't have a significant world event associated with it (Diremaul was met with little fanfair). AQ and the scourage were both rather neat, and I really enjoyed the missions to go out with friends and kill invading NPCs. Now the invading npcs are permanent, but you're only going to encounter them on QD and they aren't particularly threatening. It was basically the Burning Crusade opening all over again with about 1/100th of the effort applied.
WoW isn't a job where you are "putting in effort", it's a game. I'm not hardcore about playing, but I have had fun raiding. That's the point. If I'm raiding and enjoying myself and learning the fights and feeling some accomplishment, what difference does it make if someone else gets loot in a different way? I still have the accomplishment. I've run a couple of marathons... the fact that many thousands of other people have run faster than me doesn't invalidate what I did.
Relax and enjoy the game. At the end of the day, unless you are a serious pvp'er, it doesn't matter what gear someone else has, it's whether you had fun playing.
Yes, I'm sure when Blizzard shuts down their servers some day, they will have to wipe their tears with their giant piles of money.
Who says anything will or should last forever? WoW has been an objective massive success by catering to the more casual mmo subscribers. The fact that one theoretical day WoW may shut down or limp along with only as many subscribers as UO and Everquest do now doesn't change that fact one tiny bit.
They might also work it like EVE: release an "expansion" pack that updates the engine. No WoW2, just an expansion that costs as much as a full game. This would avoid fragmenting the userbase.
Not a sentence!
Most industry insiders report that World of Warcraft has a relatively low churn rate. About 4 to 5% montly. If you started playing at launch on Nov. 2004, you have a 20% chance of still playing.