So, I was talking to my buddy recently in game and we got on to a topic of conversation about what gives tiers longevity. That is, when a raid tier lasts for several months (obviously some are just too long like ICC) some seem to burn people out much more quickly than others. Given that raid content, it seems to me, should be designed to best survive the development time before the next content patch for as much of the population as possible, what is it do you think that Blizzard should prioritize in their development of raid content? First let's look at the various components of a raid tier/instance
SETTING:
Clearly one aspect of the raid is the space in which you raid. Obviously there's a lot of variety here. One extreme being Firelands with a great deal of ourdoor space and the areas in which you fight bosses are somewhat contrived arenas. The opposite end of the spectrum is of course something like ToC. Somewhere in the middle you have things like Ulduar, with some scale and size (the start, up to and through XT), but also a well designed and expansive dungeon. While I think a certain amount of size and scale is fun, I'm not sure it adds a lot to the longevity of a raid. Seeing cool settings is a lot of fun...for a week? Or two? I don't know about all of you, but working through the same environment for 6 months, well I stop even really seeing it. Another part of setting I'd argue is trash. Again, as you run an instance over and over and each week clear your farm content to get to your progression point the trash and farm content becomes an annoyance that you want to get through. I found this as a detractor from Firelands. Even with only 7 bosses, the size and amount of trash made getting to your point of progression an annoyingly slow process.
LORE:
Let me say upfront that I don't follow or even really care about the lore. I don't find wow to be all that lore driven. That being said, even I enjoy a certain amount of story. There's something a little fun to give an encounter some context...but do I wanna listen to Saurfang give a 1:30 speech every week? LORD NO! Does anyone still watch the various cut scenes scattered through dragon soul anymore? At this point it seems that anyone who stops to watch the cut scenes is just a jerk who could possibly wipe you because everyone else is sitting on deathwing's back dpsing tentacles or tanking bloods. So, again, while I think there's a certain amount of fun to Lore I don't think it does very much to give a raid longer life for most people.
BOSSES:
When it comes to bosses I think there are a couple of things to consider. One is the number of boss encounters and how much is this expanded by heroic mode. IE does heroic mode, again for the purpose of understanding what gives a raid longevity, equate to a full double the number of bosses? My opinion is no. A heroic mode does not offer the same extension of the life of a raid as does a completely additional raid encounter. That doesn't necessarily mean that it's less. I think that if one were to examine the time at which people become bored with a raid you'd find that there is some amount of time (2-3 weeks or so would be my guess) that each encounter gives you. If one assumes that my time frame is about right I don't think that means that the could've reduced a 22 boss raid for ICC and everyone would've been fine. There's obviously diminishing returns on adding bosses over a certain point. If you look at Ulduar, which I think is the best raid instance I've raided, I already think one or two of the encounters were superfluous and pretty quickly stopped adding much to the raiding experience. Those being Kologarn and Auriaya. I'm not saying they were bad, but somewhat unnecessary. Without them it's still a 12 boss raid (including algalon) and I think still would've felt perfectly epic. That being said, I think a 10 boss raid with heroic modes would've been more successful than a 20 boss raid, again speaking in terms of longevity. Why? Because one of the great motivations in raiding is a sense of accomplishment. spending endless months of progressively harder bosses to even SEE an end of raid boss would be impossibly tedious, not to mention really hard to do without dedicating a lot of time to raiding (imagine how many hours you'd need to raid per week to farm 16 bosses to work on #17?). Furthermore it's very much against blizzard's philosophy of letting people see content. Conversely, putting in a hardmode gives those raiders who enjoy pushing themselves something to do without making people who are happy just raiding normal modes feel like they never get anywhere. What's my conclusion here? Blizzards earlier stated opinion that and ideal raid has "6-8" bosses doesn't make sense. Because it's not about a number of bosses it's about long the development cycle is for the next content patch and how well that number of encounters occupies players for that time. That being said, given a time of around 5 months (firelands) I think this range is a bit low and 9-10 would be better.
The other side of bosses is encounter design. Personally I enjoy bosses that are heavy movement and feel like controlled chaos. Things that are much more execution based then about just putting out numbers. Things that come to mind are Yogg and Professor Putricide. Some bosses only offer this feel on heroic (Hagara, Firefighter). That being said I understand that not everyone necessarily agrees with the style of encounter they enjoy most and in the end variety is best. The point is, when designing a raid, while you obviously need variety, stand still fights are more boring. Furthermore, as you gear up through progression, stand still fights as part of your farm content are even more boring than the rest because the numbers challenge quickly vanishes. Execution based encounters on the other hand continue to offer a challenge and require more engagement from players.
In the end, isn't that what determines the life span of the raid? What keeps you engaged with an instance. I think I've made it clear that in my opinion it's bosses. Not only the number, but also the style of encounter is important. Looking at T12 and 13, doesn't it seem like blizzard of late has prioritized other aspects of raid? What was the most striking part of firelands? The scenery. Even before T12 dropped blue posts were always talking about how cool it looked. T13? Setting and lore. You have cut scenes. You have this unique encounter setting of DW's back... but does this give the raid longevity? Is parachuting onto DW's back to blow off panels keeping you excited til MoP? It doesn't do a lot for me...once I start the spine encounter I don't even really see anything else but a flat space to kill tentacles and adds. In fact, if you think about it, it's a boss encounter...without a boss. I actually think Spine is a pretty weak encounter.
I know this was super long, but for those of you who made it to the end, what do you think is the thing most worth focusing on? What would keep you most engaged into MoP?