World of Warcraft is (still) unplayable in 2026

I’m not gonna waste much time writing about this. I just wish it was possible to talk to someone who can produce actual changes, rather than at a wall. But it’s the old story, the same story that was already in place when I first opened this site, somewhere between 2004-2006.

But you don’t need to listen or believe me, there are youtubers now filling that role:

(and if you see your ad-blocker blocking something here, it’s now because of this embed)

Despite I’ve given close to zero attention to WoW since Cataclysm, I’ve written on this blog several times across so many years, how completely broken the WoW leveling experience has been.

See here my post written in 2016, laughing at how only then Blizzard “acknowledged” they had a problem. It was 10 years ago:
https://cesspit.net/drupal/node/2356/

Quote from Blizzard 2016:

we made levelling through the prior expansions a bit faster, and a bit faster, and a bit faster, because we didn’t want levelling to be such a barrier to entry.”

you shouldn’t be out-levelling zones before you’ve finished their story. You shouldn’t be doing one dungeon and finding that the zone you’re in is no longer relevant to you at all.”

the levelling-up experience through older zones at lower levels is “pretty broken right now. It’s not really very well tuned.”

But as the Warcraft development team focused on the live game of World of Warcraft, it definitely has shone a light on some deficiencies and areas where the game has been lacking recently, and that’s something we want to do something about.”

“Recently,” in 2016, was already a fucking joke. The leveling was completely broken at Cataclysm release, that was in 2010. So SIX YEARS before they finally acknowledged WoW “has a problem”, and now SIXTEEN FUCKING YEARS with the problem STILL THERE, MADE EVEN WORSE.

(You know what other big game completely fucked the new player experience, for several years? Destiny 2. Very similar causes. Shitty leadership on top of everything else.)

Cataclysm was one of the most HYPED expansion ever, and likely the biggest FAILURE of WoW. But the hype wasn’t misplaced. The world overhaul WAS GOOD. It was the pacing that was all broken, and all the stories, the area design, the quests… were all built around a different pacing. Only for some fucking IDIOT at Blizzard who must have decided to change something last minute, and break the whole thing. That still plagues the game to this day (and that, again, was literally admitted by Blizzard in that interview I quoted, in 2016). Fast, fast, faster, frictionless. Meaningless. Pointless. Forgettable.

Blizzard has forced players into a bunch of different “Classic” servers, shattering the community and the active playerbase, now with countless characters abandoned inside dead servers. To the point that UNOFFICIAL severs got extremely popular. Not because they are simply “free”, but because some of them do more competently the job you expect Blizzard to do.

Yet all those “Classic” servers were popular at some point, and continue to be. But more and more they become false promises, that push the whole “concept” of an ongoing server feeling more like the “seasons” in Path of Exile or Diablo: you just take for granted now that you’ll play a character for a few weeks, and then abandon it. You expect it to have a short expiration date, and just accept the deal for what it is.

But again, the classic content isn’t better, and it’s also false that it’s driven by nostalgia. It’s the pacing and balance that make the leveling experience FEEL RIGHT. That require at least some effort and that feels like a journey. Characters die if you don’t pay attention, the world has some good friction. It makes you actually soak some of that world and its stories, and buys your loyalty to it.

Since then I occasionally commented about this. It’s not worth mentioning, it’s always the same stuff.

The video above, from a competent “player”, shows plenty of evidence about how the game is still completely broken, for its BASE feature. And that’s not the first video he made about this. It’s even praiseworthy because usually veteran players who stick to the game to this day only care about raids, loot and builds. They don’t give a shit about new players experience and new characters. They just rush to level cap and farm gear and rare mounts.

Once again, all of this is so utterly stupid because it’s EASY to fix.

Those two groups of players are not reconcilable. Some players, indeed, want the leveling experience as fast as possible. They want to be able to level alts quickly, effortlessly because their own focus is elsewhere, and taking more time to level and complete a zone would be a giant chore. On the other hand there’s a “hidden iceberg” of potential players who would love to take their time through the whole of WoW. To “restore” that lost content, not though YET ANOTHER Classic-like server, but with something paced correctly. Where the content is not squeezed down, at every new expansion release.

(Classic does target this goal. As you started with the first release, and expansions were progressively added. But it implies YOU keeping some sort of pace with the content Blizzard releases. There is no reason why this feature cannot be made permanent, available at all times, where you can play at ease at YOUR pace. That you can pause and then resume whenever you feel like… see below)

So, if these two groups and goals are BOTH legitimate, yet not reconcilable, how do you solve this contradiction?

Again, old ideas. No, no need for entirely separate servers. This is mostly math, not actual content redesign. The content is there, it is good, and it does work. What you need is STRUCTURE and balance. You already have “phasing” technology for the areas. What you can do is give players the option to “flag” a special new character for a special, new game mode called “The Long Journey”, or something like that. At any time you can quit this mode and convert the character back to normal, and of course you can’t go back to that special mode after you quit it.

Since this is strictly about leveling pace and balance, against a game world, it doesn’t need some special server like “hardcore”. All characters can easily coexist, you would just put them into different “phases” of the zones, as it happens ALREADY due to timewalking and all that broken crap.

Emphasize then this new mode with some lightweight perks. Give it one special mount, maybe. A title. Or make these special characters have a unique color for their name. Just something to tell them apart and that encourages players to at least try this new mode. Make a new character to have a feel of how it plays.

You can also break it down into three base modes, or more if you cared:
1- the current “retail” experience. I’m not up to date, but it’s basically the newbie island to level 10, then fast-track to expansion level, and then the latest expansion content. In some 20 hours to get there. Nothing changes here, players who want to speedrun the game would still be able to do so.
2- “The Long Path”. Some sort of hybrid. You go to the noob island, exactly as above, then when you’re spitted out at level 10, you pick one of the many WoW expansions, and you get a journey to the start of the newest expansion at a slower, relaxed pace, a lot slower than current retail, paced just so you COMPLETE that whole expansion content, and its zones. Paced exactly so it takes a SIMILAR time to when that expansion was brand new. Not 10 hours, for sure, but also not 500. Just enough you can soak a whole expansion content and all its specific zones, with the right pacing as that expansion was built and balanced around at the time when it was designed originally.
3- “The Longest Journey”. The “crazy” mode. Just let players have it. Don’t judge, don’t argue. If the option feels foolish, just avoid it. This mode would be balanced and built so that you go through ALL the (retail) game. Through ALL the expansions. Linearly as they were added to the game. Linearly AS IF you made a character on day 1 of release, and were there from 2004 to 2026. In a way that is PERMANENTLY AVAILABLE. At any point, so you can start at any time, and HAVE IT. No, you don’t need classic servers, you don’t need the old world, because Cataclysm CONTENT was good. The pacing sucked. You just need to retool the balance, the XP curves, the formulas (and monster balance, still all numbers). You start with the base game and level up from 1 to 60 as it was in Cataclysm BUT with level curve of Classic, then level from 60 to 70, with the level curve and balance of the Burning Crusade… and so on, you go, linearly, through all the expansions, retaining the pace they had when they were designed in their prime. ALL THE WAY to the newest expansion, and RETAINING the leveling numbers. Only then, or whenever you decide to convert your “special” character back to normal, you “squeeze” whatever level achieved to an approximation of where the character would be in retail. And you enter retail, proper. At any time, whenever you feel like. If you exit early, then you just get your normal character. If instead you COMPLETE the whole journey, you get an achievement, and your character name color gets a special tint. Or something like that. Just a prize to show for what you’ve done.

Erase all that “timewalk” Chromie CRAP, and give these three different modes EXPLICITLY ADVERTISED AND SELECTABLE AT THE CHARACTER CREATION SCREEN.

1- “Retail” how it currently is, the speedrun to level cap
2- “The Long Path” exhaust one full expansion content, for each new character.
3- “The Longest Journey” all of Warcraft, the 22 years of content, through one single life of a single character. The whole leveling span, permanently available in retail servers.

There is no reason why this cannot exist. There is no reason to release a shitton of classic-like different servers. There is no reason to make Classic-Fucking-Plus as yet another slightly different flavor, scattering dev teams across a zillion of entirely different codebases, just to have something to announce at Blizzcon. You can do all of this now, in a single product that is solid for everyone.

Sure, it requires work. You need to actually balance those XP curves, quest rewards, monster damage across a fuckton of content. You need to add support for these different paths and level numbers (and class builds need to be tweaked to work, tho I believe it can wrapped around whatever retail is at, without major reworks). But it’s mostly tedious work, of tweaking numbers. It can be done by a minuscule team and be in a playable state in a very short span (95% of all of this can be automated with one formula applied to each leveling “segment”, then tested and tweaked). There is close to none technical challenge or implementation hell, since it uses tech already in the game, and only replaced the Chromie stuff with something that uses different numbers and makes actual sense. That is easily understood and presented to the players without having to look up wikis and guides, like the current, broken and convoluted system that pleases no one.

But more importantly, fuck you. And fuck me, because it’s 2026 and I’m still talking to a wall, because people get paid and still don’t have a fucking clue.

See you in 2030, when someone at Blizzard will realize the leveling curve is still broken. But then I’m pretty sure they’ll have a whole new game to sell you, to fix the problem they themselves created. That could have been fixed by a team of 5, in roughly a week of work, at any time, at any point since 2010.

(Path of Exile (1) made available a separate mode, “ruthless”, that somewhat fills similar shoes. It’s entirely optional, done by one dev in his spare time, and fully available at this time without requiring a separate client. It’s one option, most players stick to the default. But it’s GOOD, and you can play it if you want. That’s what should have happened with WoW “classic”, being built within retail, in a similar way to what I described, for 1% of the effort required to build all those pointless Classic versions. And, my personal bet, would have been far, far more overall popular and long lasting in appeal.)

WoW in 2024 (avoid)

If you really have to, play FF14. Between WoW and FF14 the first is the better game by a very wide margin. Even at a basic, technical level it is a whole tier above. But where WoW main problem has been a terrible mismanagement that made the game in its worst shape and hamstrung its potential, FF14 is at its best and all its content can be enjoyed fully (with a little effort required to the player to juggle some things counter intuitively, but still largely accessible and possible).

WoW is a game that has lost everything, that is the jumbled mess you expect from an old game, that was delivered to the hands of developers less and less inspired, less daring, and less competent. It’s on a constant, sheer downhill, and it’s simply unplayable even if you tried hard while gaslighting yourself in thinking it’s actually interesting and fun. All content is unbalanced, all systems are contradictory and overlapping. It’s like a tabletop sum of rules after an earthquake. No one ever cared to set them right and organize them orderly, they just kept tossing random shit in. (And as it happens in these cases, it’s enough knowing what’s wrong to easily fix. Fixing WoW would be REALLY easy in practice. Whereas pushing FF14 past its limit would be several magnitutes more complex.)

WoW is a fat, misshapen, rich slob that now can’t even move a step without opening an ulcer. It only wails in despair to please have mercy. FF14 is (was) a lean youth with few talents and nowhere to go, but that really tried hard, never stopping reaching, and only now starting to get a little tired.

The conclusion is that despite the significant potential within WoW, the resulting mess isn’t even comparable to FF14, that, despite its major restraints, still delivers a coherent game in all its parts.

What’s here below is just three separate comments (not me) from a forum, like old times.

But fun it is not.

Enjoy the short term cheap reward coming from easily exploited novelty, and the long term failure. Giants die slowly, but die nonetheless.

EDIT: I’m adding this a month+ after I wrote the above. There’s some actual good design, here and there. As long you accept “World of Warcraft” being solely the content of the last expansion, and everything before just an hard disk tax you have to pay. The small island of content that is the last expansion has some merits to it. We’ll see if it’s enough of a World (of Warcraft) to be sustainable. The playable surface of the game keeps shrinking in order to survive. At some point players will fall right off the edge.

World of Warcraft fails to please (me) yet again

I was following online the last Blizzcon because there were rumors about stuff I was very interested about. It was all a flop, sadly.

I left World of Warcraft shortly after Cataclysm, and after being very excited about it, because my idea of an ideal virtual world is one that doesn’t fall into obsolescence but keeps getting updated and improved. Cataclysm was supposed to be just that: an overhaul of old content to make the whole package more seamless and up to date.

The result, though? Exactly the opposite. They made all content obsolete systemically. As I’ve written in the past, they completely broke the progression. They sped up the leveling in order to make players reach max level faster and enjoy the bleeding edge content, but in the process they utterly destroyed any sense of quest flow. You cannot even follow the shortest quest chain in a zone without outleveling it. You run a dungeon once, and you’ve already outleveled whole zones outside.

For someone who’s chasing the treadmill power creep and wants to just collect better loot, it’s all ideal. But for someone like me who’s in no rush to reach the top and just wants to enjoy and explore ALL the content at my own pace, reading all the little stories that the zones have been written around, then this new skin of the game is completely unplayable. Unless you accept to remove from the experience all loot and all challenge and doing just grey quests all the time. But I don’t. I want an experience that is well balanced, otherwise it’s simply not worth it.

The recent rumor was about a feature that I think was already implemented for the content of the latest expansion, and it’s basically the only way to salvage the experience I want without redoing the whole game: content that dynamically rescales to your level.

It’s a feature now common to most MMORPGs and even single player games use it. I’m actually contrary to it, conceptually (it’s much better to remove levels completely and design a game around a flatter skill system), but it’s the only practical way to save WoW, at least for me.

Just scale the content (quests, monsters, dungeons, possibly rewards) to a challenging default (or scale the character to the content), and I’d jump right in.

A great thing that Blizzard is doing with WoW is that you get every expansion for free by just waiting a couple of years after its release. So I could play all the content I missed in the meantime. A boatload of content. I’d love to just do that and pay Blizzard the monthly subscription. But I can’t because the progress is broken and all that content has been pushed to the side and forgotten.

And what we get? Vanilla WoW? Did players really ask for this? I really don’t understand what’s interesting about it. The content was objectively lower quality, and fond memories are probably based on a more complex overall situation that doesn’t simply depend on rolling back the game.

WoW phase one was great and praised everywhere because it removed the grind of old school shitty MMORPGs, like Everquest or Dark Age of Camelot, where you’d sit in the same spot for hours, grinding a spawn point. WoW replaced that awful boring grind with actual questing, so that you were always on the move, visiting and exploring and enjoying the game world fully. Making it an interesting place. Reading, if you wanted, the stories in there.

Then WoW phase two came and put the grind right back: just a race to level cap and farming the same dungeon or raid over and over and over and over. Waiting for the next exp pack for years only to burn right through the content in the matter of a weekend, and go back at farming dungeons yet again.

If you like doing that it’s all good. WoW is big enough to accommodate for different kinds of players. But it’s 2017, and I’m still waiting for something that most other games with far less resources have gotten right…

EDIT:
And I’ve now read they announced level scaling shortly after. But my point stands, design wise.

I also don’t think their proposed solution isn’t going to fix my problem. Instead of full level scaling they are only doing a partial zone scaling, and even modifying expansions to overlap with each other.

The core problem is still that gaining experience is way, WAY too fast compared to the quest and zone flow. And just scaling the single zone to a level range won’t fix absolutely anything about the core problem itself: you could stay in a zone a little longer, but whole zones would still fall behind and into obsolescence. You would have a choice about doing a quest chain or running a dungeon once, but properly enjoying the content at a leisure pace would still be impossible.


If it was me I’d create optionally a special custom type of character where the level curve is super slow and tuned specifically around the content, flag them in some special way so players feel somewhat rewarded to create and play these “masochistic” types, and that’s it.

It could be implemented in a day. It’s just a redesigned xp curve. Or you could just apply to every level range the original value that it had for every time a new piece of content dropped. That would be already okay.

level 1-60: apply the vanilla xp curve
level 60-70: apply The Burning Crusade xp curve
level 70-80: apply Wrath of the Lich King xp curve
level 80-85: apply Cataclysm xp curve
level 85-90: apply Pandaria xp curve
level 90-100: apply Draenor xp curve

Me happy, here’s my monthly subscription.

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Loot

I found this comment on Diablo-style loot. You know, Blizzard’s secret sauce.

Because it’s more exciting and you always have the feeling that the next item will be better. As opposed to getting a Longsword +3 and knowing that no matter how many enemies you kill, you will never find a better item because that’s the limit of the system.

Also, finding that one perfect (or near perfect) sword or armor feels more fun than finding just another sword you’ve seen 10 times already with exact same stats, name and appearance.

Makes sense, right?

Then I read this reply:

In these type of games, I usually feel the opposite, actually. When I get a decent weapon, I feel that the next 100 or so weapons I will find in the future will be crappy vendor trash. And when I actually find one that is better, it would be only a slight improvement that doesn’t excite me at all. Maybe this is why I don’t get the appeal of these games. I just don’t feel it.

I’ve always felt that more discrete weapons system in normal rpgs make each weapon much more meaningful than the ‘random gear everywhere’ system that loot based games use.

So I was thinking: is that games are like art, making us better.

Or is it that games just exploit our fallacies, the weaknesses.

Feels good man, until you don’t give it too much thought.

Right?

(Maybe these aren’t different players liking different things, but just different levels of player’s awareness? Here’s a little insight that probably everyone else forgot: during the World of Warcraft beta Blizzard changed the armor system. They made the numbers much bigger from a patch to the other, without changing the effectiveness. One dev also explained this in a forum post. I remember this because it always sounded like a sort of “fraud” and I’ve never accepted how that explanation could be acceptable. The logic was that in the old system it happened that players would keep a single piece of equipment for a few levels before finding an actual upgrade. You’d find loot, but it was just about the same of what you had equipped already. But by scaling up the numbers they obtained much more granularity in the system. That means that players would find upgrades, albeit smaller, a lot more frequently. You’d find a belt with 107 armor and replace it with one with 110. But the hidden truth behind this was that while before the loot numbers were set in a way that was pertinent to the formulas, in the new system instead those tiny upgrades literally MADE NO DIFFERENCE. They were lost in the formulas due to how approximations worked. Those upgrades are technically just mislead player perception. Manipulation.

The Blizzard guy who come up with this must have felt like a real trickster.)

World of Warcraft and its paid game designers

I suppose the quotes speak for themselves. I’m linking what I was writing on forums in 2014 (but also long before that, I just don’t care enough to dig deeper), and Blizzard, in 2016, finally get that kind of trickle-down insight too.

http://www.quartertothree.com/game-t…=1#post3517762
http://www.quartertothree.com/game-t…=1#post3517793
http://www.quartertothree.com/game-t…=1#post3517939
http://www.quartertothree.com/game-t…=1#post3612678

2014 forum discussion.

The faster leveling means that all the quest progression was completely broken. I couldn’t even advance on SINGLE quest line without outleveling it. And if I dared do a dungeon run I’d have to basically skip entirely to a different zone.

Racing through content may be good on paper, but it completely destroys the experience.

Fine, but then don’t say the game loses subs because it’s “old”. It loses subs because it systematically destroyed all the good things it had, without even introducing something new and appealing.

pre-Cataclysm WoW had an excellent balance with quest progression and leveling. Post-Cataclysm this balance was carelessly destroyed in the name of SPEED, NOW, MORE LEVELS. FAST FOODS.

But if they knew they were going to cut so much the leveling times then they should have rebalanced the quests accordingly.

Instead it seems the speed up was an afterthought and no one cared if they broke the perfectly crafted balance and one of the major features of the game. To me it feels like they handed a perfectly crafted thing to some new guy, and this new guy didn’t even remotely understand why the thing worked so well in the first place.

It’s not up to the player to balance this. If the game even lets you then it means there’s something fundamentally broken.

The point here is that pre-Cataclysm WoW was perfectly balanced, and, imo, the real BIG reason why it became hugely successful: WoW’s secret sauce was that the quest flow removed the feel of the grind you’d get in EVERY other MMO those days. But by speeding up so much the leveling process and disrupting all the quest chains and normal progression they simply destroyed their main feature. They TURNED BACK the game into a grind, with most players just burning through content without even looking at quest text or whatnot (or simply do dungeons and bypass all that).

WoTLK was the last good expansion and this is not my personal opinion. It’s just what pretty much everyone agrees with. Game design has taken a nosedive (and this is my opinion), WoW became just an affair for raids, and we know what happens when you specialize to hardcore players while leaving everything else behind. WoW’s leveling pace in now lightning fast, and the experience so bland and shallow, just because it’s all just at the service of the raiding game.

Blizzard 2016. Paid jobs.

Basically, low-level players now plough the game, killing everything easily in unsatisfying combat so they spend comparatively far more time simply running between objectives.

Some of this is down to changes made with the end-game in mind.

“There have been a lot of trickle-down effects from balances changes made to the max-level game. Things that used to be talents we now bake in as passives, we buff abilities, we move things that used to be high-level abilities down to make them available at level 10…”

we made levelling through the prior expansions a bit faster, and a bit faster, and a bit faster, because we didn’t want levelling to be such a barrier to entry.”

you shouldn’t be out-levelling zones before you’ve finished their story. You shouldn’t be doing one dungeon and finding that the zone you’re in is no longer relevant to you at all.”

the levelling-up experience through older zones at lower levels is “pretty broken right now. It’s not really very well tuned.” He added, “It’s not even about difficulty; it’s about pacing.”

But as the Warcraft development team focused on the live game of World of Warcraft, it definitely has shone a light on some deficiencies and areas where the game has been lacking recently, and that’s something we want to do something about.”

Good job? Round of applause?

A note on World of Warcraft

I just noticed on twitter a report that WoW’s subs dropped substantially again.

This follows a predictable high peak after the expansion release in November, but the news here is that in 5 months not only they completely lost all the subscriptions they gained, but they are also now at an all-time low since release, and of course there isn’t going to be an expansion to change things again anytime soon.

I don’t follow WoW, but I had a passing interest in the expansion and followed just enough to realize it was doing very bad design mistakes on almost all levels possible. In particular they went for a busywork style of play that required you to complete a few daily tasks. That’s fine, as a way to try to keep retention, but this also means they reduced the game to JUST a formula. That gets old very quickly.

So: the short-term good, long-term bad kind of design. WoW has gone downhill in game design since after Wrath of the Lich King. Cataclysm was a good idea, but all the good game design that the game had aplenty has been systematically siphoned out ever since.

This to say: WoW isn’t leaking subscriptions because it’s old, or even because of (mostly shitty, if you exclude FFXIV) competition, but because the WoW of today is even WORSE than the original WoW. Not only this game was unable to progress as every MMORPG is required to if it wants to continue to exist, but it went backwards.

The simple fact that the expansion brought back so many players, and none of them stayed, is the sign of how bad the game has become. People WANT to play and love WoW, but what’s left of it is an empty shell.

For the record, another MMORPG also working hard to go backwards is now Guild Wars 2. Good luck with that expansion, too.

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World of Warcraft Draenor expansion resets the game to vanilla 1.0

This is what I’ve been saying for a few years: WoW was an absolutely great game with almost flawless design, that then got progressively broken by game designers that upset the original fine balance.

Lots of changes with the new expansion: http://us.battle.net/wow/en/blog/13423478/

What a pathetic display of mudlation applied to game design. It all amounts to “with each expansion and patch we broke our fine design, so now we are rolling everything back to how it was originally, so that we can start breaking stuff again.”

So Draenor = WoW v1.0

as healers and their allies acquire better and better gear, the percentage of a player’s health that any given heal restores increases significantly. As a result, healers are able to refill health bars so fast that we have to make damage more and more “bursty” in order to challenge them.

To that end, we’re buffing heals less than we’re increasing player health.

Or:

Over the years, we’ve added significantly more new spells and abilities to the game than we’ve removed. This has led to the complexity of the game increasing steadily over time, to the point we’re at now, where players feel like they need dozens of keybinds.

That means making some abilities restricted to certain specs that really need them instead of being class-wide, and outright removing some other abilities.

Or:

Another big takeaway from Mists of Pandaria is that there was simply too much crowd control (CC) in the game.

To solve that, we knew that we needed an across-the-board disarmament.

It took them quite a while to realize this. Now they basically invented “Infinity, the game design”: things start great, then slowly get broken by designers who enjoy fiddling with what works, until it all goes back to the starting point for a new loop.

First they hype stuff being added: people go YAY!
Then they announce they are removing the stuff they added previously: people go YAY!

The ultimate achievement: make what’s old feel as if it’s new. It already happened with Diablo 3: they design new broken systems so that everyone rejoices when they finally remove them.

And game designers are getting paid to remove what they just added. It’s like modern economy: the illusion of wealth by moving virtual money around.

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World of Warcraft is losing subscribers, why?

In my personal opinion WoW is still today the best MMO out there. Not because it’s really good, but because the genre didn’t make any step forward and decent efforts like Guild Wars 2 are only that, decent, and still can’t match the juggernaut. So if WoW loses subs it’s not primarily because of competition.

So why is it losing subscribers? The reason is explained in a number of old blogs I wrote years ago. The main cause in technical terms is: “mudflation”.

The problem, more concretely, is that in the last few years WoW’s development has focused mainly on catering to veteran players, especially the raid crowd, while every other aspect of the game was neglected or pushed back in the priorities. So what is happening is that WoW has become extremely unwelcoming for new players. It closed itself. It nourished its own playerbase, but closing itself to the new blood that is INDISPENSABLE to keep a virtual world alive.

When you cut that source of vitality the consequence is that the game-world starts to wither. And you notice this concretely by looking at the subscribers count and its downward, slow trend. It withers.

I canceled my subscription shortly after Cataclysm and up to that point I never canceled my account since day one.

The main reason why I canceled my subscription is that post-Cataclysm the quest balance was completely destroyed.

They made lots of changes to make leveling faster. The main reason being that most players have already gone through all the content multiple times, the level caps got higher and higher, and so they needed to make everything faster. The problem is that faster leveling means that all the quest progression was completely broken. I couldn’t even advance on SINGLE quest line without outleveling it. And if I dared do a dungeon run I’d have to basically skip entirely the zone I was questing in.

Racing through content may be good on paper, but it completely destroys the experience. Without even a little fun in the quests it meant that for me the game became utterly bland and more boring than ever. They redid all the zones, new quests and everything, but I couldn’t enjoy any of that because there was no way to actually go through the quests normally.

Ideally the leveling should be a natural consequence of the quest progress. It was one of the biggest accomplishment of WoW at release: you’d simply go through the quests available and your character would level up accordingly and being guided through the zones. Questing was the focus, leveling up was the natural consequence. And you didn’t feel any grind because the content led you. This, precisely, was WoW’s secret sauce: removing the grind (or the feel of the grind).

When things break in this system is either when you reach a place where the quests are suddenly way above your level, or when your character outpaces the quests and so everything becomes trivial in both reward and challenge.

My point is: pre-Cataclysm WoW had an excellent balance with quest progression and leveling. Post-Cataclysm this balance was carelessly destroyed in the name of SPEED, NOW, MORE LEVELS. FAST FOODS.

If they knew they were going to cut so much the leveling times then they should have rebalanced the quests accordingly, to preserve the balance. Speeding them up and adjusting the experience points you earn.

Instead it seems the speed up was an afterthought and no one cared if they broke the perfectly crafted balance and one of the major features of the game. To me it feels like they handed a perfectly crafted thing to some new guy, and this new guy didn’t even remotely understand why the thing worked so well in the first place.

At this point the best thing to do would be: restore the finely tuned balance there was before, offer level 90 characters for a smaller fee for those who are bored of leveling, and FLAG those characters with some icon of shame.

That way those who enjoy leveling can actually enjoy it the way it was originally designed, and those who don’t can bypass it entirely. I’d probably be still subscribed if that was the case.

But instead WoW has just become a raiding game, where every other system is secondary to raiding support (and character customization sacrificed for class balance). Now leveling up a character is just the grind one has to suffer in order to start the raiding game. The faster, the better.

You aren’t a raiding player? Then why again are you still subscribed?

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Tom Chilton realizes down the road what I was preaching for many years

My understanding is not perfect, especially when he starts to babble, but from halfway through till the end he really seems to realize some core problems that go against all he “designed” up to this point. Permeable barriers and all.

Tom-Chilton-IGN-Video-Interview

Enjoy the backpedaling, smart ass.

P.S.
It looks from the video they are redoing water effects with this expansion. RotLK was shadows, this one water. We are in the future. Tech and design. So advanced. Think of all the progress in the last few years. Unbelievable.

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