*updated for 6.2
I promised to delve into the question of why WoW had such a strange turn of design. From a game from gamers to gamers, a thing of passion, to a game trying every way to cater to alien audiences. From a world of wonder and a great storyline unfolding and moving foward to a steady and very recyclable set intended to get milked forever.
Let’s take a look.
Why Cataclysm:
A voice from above saith:
“We have a stable playebase, but we need new players coming in. Focus most of your efforts into making the game more accessible and attractive to new players, while hardcore and full of convenience for the veterans.”
Result: Revamped 1-60; lack of endgame content; endgame model of sitting in Sw/Org and raiding hardcore; major shitfeast
But why Cataclysm again:
A voice from above saith:
“We need to amplify our games, so we have this Diablo 3 being developed for years now by this new team of scrubs. Guess what? IT’S STILL NOT READY AND IT LOOKS AWFUL. Diverge a lot of resources to help them get the freaking game ready so we can finally launch it. (and ofc see how the rmah model goes)”
Result: A diminished team of wow developers had to cut A LOT of what they planned for the expansion, including two announced raids: Abyssal Maw (for tier2 of cata, along fl) and Eye of Eternity (for tier3, which never happened).
This little team of heroes had to appease an already very bored playerbase with revamped troll dungeons (very fitting theme btw) and later a very well done Firelands + Molten Front.
The team got diminished even more and they had to do the last tier of raiding of the expansion with very few resources, including few artists. Result: Dragon Soul. Wtf.
Why Mists of Pandaria:
A voice from above saith:
“Expanding to new players didn’t work at all. Kids don’t give a shit anymore, they just play LoL. Well, we’re developing our moba, but meanwhile let’s change our focus. The big big cow is actually on asia. What a market potential! Let’s be more Asiatic. Didn’t you guys want to add Pandaren to the game btw?”]
Result: A very alien expansion wholly based on Pandarens, martial arts, and Chinese stuff. (I still defend it was a very decent expansion design-wise, but theme-wise it was controversial)
Why Warlords of Draenor:
A voice from above saith:
“We have a freaking movie coming on, maybe a sequence of movies. It’ll bring us money, but above all attention to our world and to our games. If it works, we’ll become even more culturally relevant. Titan is not gonna happen, and MMOs are out of fashion. But this sweet cash cow of ours, we want it to last as long as possible. So most players didn’t actually play wc1 and anyway and they don’t know the lore, the setting and the characters. Let’s make them familiar, put a big focus on them. Didn’t you guys put time-travel in the game already? That’s perfect! We’ll be able to recycle cool things forever.”
Result: Another out of nothing storyline bring us to past Draenor to face a team of orcish rock stars Warlords.
Why Warlords of Draenor again:
A voice from above saith:
“By the way, keep doing your stuff. But you know the new thing is social media. We know, we know: WoW is already supposedly a social game, even though it attracts the misantropiest freaks. But make it social inside social. Make it facebook-like. Make something like these cellphone games that make a lot of success: managing stuff daily. This is the new thing, this should be our focus. Didn’t they asked for player housing anyway?”
Result: sit in your little cozy base managing menus; take freaking in-game selfies; share them with your friends on twitter; go out in the world. Am I really playing World of Warcraft?
6.2 update:Why Warlords of Draenor again again:
A voice from above saith:
"We used to release finished and well polished products and them give amazing services and constant updates for free! Well, we were lucky our games were great back them and we survived. It was a terrible model. Just look at the Moba's model! Or card games! Want to print money? Just release an OP hero, some cheap-to-make skin, or new cards. THAT's good business. Now WoW has this both this subscription and expansion incomes - which are necessary for everyone. We'll be expanding on cosmetic selling, but for now let's do the obvious: sell expansions more often. Less patches, which are essentially unpaid additions to keep some subbed. Last expansions showed a pattern of people joining for expansions and leaving soon after. Let's make the most out of it."
Result: WoW will get faster expansions and less patch content. Brace yourselves if you thought Cata had little content throuout its cycle. They're thinking this pattern of behavior is natural and not due to the last 3 expansions having some major problems that made people go away after actually giving it a try. They can't realize that it's their bad decisions and low quality end product that is creating this behavior.
Of course a company needs to consider market and financial questions when making decisions. That’s why they shut down Blizzard North’s mmo-like Diablo 3. But it seems the company is becoming more and more centered on decisions coming from above. And these decisions have been very alienating in the recent years, and they keep failing over and over to reach their intended objectives.
They’re also being reckless and over experimenting with a playerbase they see as guaranteed. They want to try everything out, no matter the cost and game impact. But some things have a huge impact, and once established they’re very hard to abort. Not only that, there are huge design swings from expansion to expansion (sometimes doing the opposite of the former!), quite unlike the little but meaningful changes taken in the initial years.
It’s not like they all agree above. There are obvious discordances. Some want to calm down on these interferences and focus on making great games. But the market-driven fellows are clearly prevailing.
TL;DR: a combination of greed and stupidity in the upper boards“First and foremost, I learned that you must put game quality and player experience first in everything that you do. Gamers are not driven to buy games because they have a clever business model, they buy games that are fun and immersive that deliver on what was promised. (…) I also learned that being a trend chaser or first mover is not a key to victor” – Paul Sams
6.2 update: They'll try to tell you that people eventually grow tired of a game and that's why WoW died. Don't believe them. While getting tired is a factor, it was mostly their neglect.