Review: World of Warcraft: Mists of Pandaria (video)
In this video (with transcript) we review the newest expansion to World of Warcraft, titled Mists of Pandaria. This is the fourth expansion to Blizzard's successful MMORPG, and while the quality of the content remains high, it's becoming increasingly apparent that they're basing it on a game that's been under development for over a decade. On top of that, the MMORPG genre itself is evolving, and though World of Warcraft remains a juggernaut of the industry, juggernauts are tougher to steer, and less adaptable to players' changing demands. The question for the success of an MMORPG expansion isn't simply "does it entertain?" It is: "does it entertain, and for how long?" Mists of Pandaria succeeds on the first count — it refreshes the gameplay, dangles new carrots in front of the players, and brings much-needed improvements to older systems. But keeping players engaged for a long time will be much more difficult. Hit the link below to watch/read our review.
The review touches upon the issue of the ridiculous number of daily quests required. I've been playing MoP myself and I can confirm that Blizzard have got something very, very badly wrong here. The daily quests are too numerous, too essential and far too boring. With a small number of exceptions, they all tend to be variations on the old "kill six snow moose" themes. Except this time it's panda-mooses. And you usually have to kill more than six of them.
It's worse still if you play as a tank or healer. DPS players can at least blitz through individual enemies quite quickly. As a tank or healer, the health pools for enemies take so long to chip down that the daily quest grind can actually take hours. Plus the daily quests are tied into the valor point system, so unless you are a hardcore raider, you're more or less tied into continuing with daily quest grinds even after you max out your reputation. JOY!
In all honesty, I can't see myself sticking with this much longer. I returned to the game in the late Cataclysm era, having quit in the late Lich King era, thinking I'd stick with it on a casual basis. MoP has just turned that into a chore.
It's hilarious to watch the official "blue" forum posters try to defend the daily quest overload. They can't claim that it's fun or enjoyable. They can't claim that it's interesting. All they can do is keep coming up with new ways of saying "yes, it's a boring timesink, but we're not changing it".
I suspect Blizzard are desperate for ways of getting WoW development costs down so they can focus on other things. Their end-game content model is horribly inefficient and expensive. They create new raid and dungeon content, go through an exhaustive and exhausting testing and balancing process, release it, then have it rendered obsolete by the next tier, 4-6 months later.
I suspect the best thing Blizzard could do in the longer term, if they really do want to concentrate on other projects (including a WoW successor) without cutting off their income stream from WoW subs, would be to get to more of a steady-state end-game. Stop raising the level cap (leave it at 100, perhaps, as that's a nice round number) and move from the current "vertical" end-game into more of a "horizontal" model, like the one used by Final Fantasy XI and some other older MMOs.
They could re-tune all of the old raid content up to level 100 standards (which requires some work, but less than creating entirely new assets) and add multiple progression paths. They'd then be able to get away with adding new raid content far less frequently, while giving the player-base something to do that isn't an endless, tedious grind of soloed daily quests.
I have said it before but MMO's need to kill players. Well, their characters at least. D&D always had the issue that at max level, you were a god. And god isn't fun to play. Superman has this issue, he is unstoppable, so you have to keep coming up with their weirdest stuff to make him at least temporarily vulnerable.
In MMO's, the level cap keeps being raised, more content is tacked onto the end and the players despair of having to grind yet another set of gear, yet another factions reputation while all the fun has gone from the game.
D&D solved this, you are NOT supposed to keep the same character around for ages. Hell, most games fixed this. In the Sims, your characters age and die, in Sim City and Transport Tycoon and Civilization, you start a new game when you "won" the old one. Only in MMO's do you keep the same character and play with it long after you "finished" the game.
So, get rid of it. Create a game with a tutorial area, a mid level and an endgame that kills you. Then you restart the game, skip the tutorial and try a different path.
Expansions flesh out the middle, where everyone is playing. New players find a busy active world and not everyone huddled at the end game claiming they are bored.
It is a simple tried and tested mechanic but MMO's have become filled with people who want to wave their e-penis around no matter how much they hate the process of getting one, they want to show of their raid gear. Because putting in a hundred hours grinding makes them leet.
WoW is for those gamers, the rest have long since left. Not that most other MMO's dare to offer anything different. First Lotro introduced gated content, now GW2 is doing the same.
And all over, gamers are playing regular games with no grind, just for fun. Are MMO developers so insecure they feel they can't rely on the fun of their games rather then gated content and raid gear?
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.