Originally Posted by
Wyviner
Most business models are built around having enough success to be sustainable, but historically for gaming, there was the added element of wanting to push the boundaries of gaming. It was always a gamble. Will this "new idea" be so amazing that we not only do something never done before, but also make our game so amazing that it will draw in new players, and thus make us more money? This was the philosophy around game design and development. This is what most companies are about, and what Blizzard used to be about.
I think things changed with Cata. Blizzard once again, pushed the limits and did what was never done before, had a story line element largely change the entire in-game world. It was an awesome idea in terms of story, but had a massively negative impact otherwise. Changing the world was cool, but anyone who joined the game after had no idea what the world was before, therefore it was irrelevant. Anyone who had already leveled all their characters and had no design to level again, also found it irrelevant. It landed up only being relevant to people who wanted to actively level new characters for the sake of the experience, which was novelty at best. The amount of resources required to do this worldly change hugely impacted the available resources and remaining content available to be developed for the rest of the expansion. 90% of Dragonsoul was copy/paste. While it was a cool idea, the result was 99% of players agreeing Cata was the worst expansion so far, possibly worse than WoD.
Blizzard learned and adjusted. They produced Pandaria, which was a fantastic expansion. But I think the negative affects of Cata changed the business model in the background. It began a decision to put more emphasis on profit, and less on pushing the limits of gaming, and having good ideas. WoD in my opinion was their first attempt to follow a different business model, one of producing less for more. It failed pretty horribly, but that was okay, because sometimes changing a business model has a few hiccups. They perfected it in Legion, but its the same thing. What makes Legion different from WoD? The answer should be fairly obvious. Time-gating.
It's not that time gating hasn't existed in small amounts before Legion, but it is by far the most obvious negative aspect of Legion. Try to image just how different our opinions of WoD would be if it had the same amount of time gating that Legion has. Imagine if fully upgrading our garrisons had taken the better part of 2 years instead of 2 months. Imagine if they had spaced out the content at the correct pace. Imagine if follower missions took days instead of minutes. Legion at its core is making less content seem like more, and saving money in development fees. The content drought of WoD was them failing to implement this new business model, and just writing the rest of the expansion off as an expense. They analyzed the mistakes and produced a hugely more successful product in Legion. And you better like Legion, and especially time gating, because this will absolutely be the model moving forward. It's all about the money, and it will get worse.