Disclaimer: This blog is NOT a faked expansion leak or anything; it's just what it says in the title: a lot of ideas for World of Warcraft - it consists of various ideas, pitches, suggestions or lists thereof aimed at improving the gaming experience. Some ideas I’ve
carried around with me for years, others are more recent. Some have already
been come up with by plenty of other players, others are (presumably) pretty
rare. But all reflect areas in the game that haven’t been fully explored yet, or
where adjustments are still possible.
So, my perspective to
WoW's potential for improvement: If I had to identify the greatest problems
that had plagued WoW in the past and have been a millstone around the neck of
the game in general or certain expansions in particular, it would be the
following:
- Content inaccessible: The worst offender was WoW classic with its non-downgradable 40 man raids and its lack of catch-up mechanics, and to some extent BC as well.
- Content shortage: i.e. fewer instances/raids - less of a problem early on, but happened since MoP. The worst offender here was without a doubt WoD, with only seven new instances and three new raids.
- Content drought: having to spend almost a year, possible longer, without meaningful new content - this has happened since WotLK.
- Content lacking in variety: the worst offender in that regard was WoW classic where people basically just had the option to either raid or suck it up.
- Betting on the wrong horse: the expansion's content relied heavily on a specific innovation which didn't turn out as popular as expected. The worst offender here is again WoD with the unpopular garrison mechanic. A milder case is WotLK with the vehicle combat mechanic which wasn't as well-received as expected either, but on the other hand (and unlike WotLK) the expansion didn’t depend on that concept succeeding.
- Faulty incentivization: difficult content isn't rewarding enough and/or trivial content is too rewarding. Examples would be the classic raids where MC gave better loot than any 20 man instance, MoP where challenge modes gave nothing but vanity items and WoD where the garrison practically removed resource gathering as an important part of the game.
- Balancing problems: These have plagued the game from the onset and were aggravated by various innovations - either game mechanics (like, say, the arena, or the constant expansion of class skills) or new classes.
The first problem is pretty much solved by now - with an abundance of catch up mechanics, LFR, 10 man raids etc. there is no endgame content people are effectively prevented from playing.
Problems #2 and #3 depend on Blizzard's policy du jour, and how many time they were willing to put into crafting an expansion and supporting it with patches.
Problem #7 is a result of the developer team's current policy (which unfortunately also includes the tendency to rework the balance for other reasons like culling certain class populations).
This blog however (while occasionally dabbling in aforementioned issues) will mostly occupy itself with problems #4-6.
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