Subs started falling in Cata, not only because the game was getting old, but because Blizzard failed to round up a growing botting problem that screwed over anybody who relied on gathering skills, and because the 10/25 lockout merge basically told casual raiders to "bend over and call us daddy, lulz". It was the most convenient levelling experience, but other than levelling, it was extremely inconvenient. LFR didn't show up until the Hour of Twilight patch, and even that was an insult to the intelligence of casual raiders.
And Cross realm battlegrounds? lol, that was introduced in like 2006. That's a Vanilla convenience feature. Sure, you had to fly over to the portal, but then Battle masters were introduced IN THE BURNING CRUSADE. Which put the ability to que for battlegrounds all in one convenient spot.
None of your points are supported by, well, anything.
Lots of folks participated in it. There is even a website to track it http://wowironman.com/ Once again, people who want more challenge find a way to make it more challenging. Those that don't, go to the forums and complain
Last edited by Mad_Murdock; 2013-11-20 at 04:18 PM.
90% of the time, I keep realizing how the game always gets worse when other people are involved in what you do. The "social aspect" sucks and "the community" blows. That's why the game is getting worse and worse right now - because Blizzard is trying to bully players back into "being social".
IMO I am irked by the fact that said convenience is now being adopted by parts of the dev team, the early level talents are just copy/paste of either:
a) Move speed buff at 15 + CC at 30
b) Move speed buff at 15 + some sort of healing at 30
Some of the talents later on are still lazy (Fist of Justice is simply Hammer of Justice with +20 range) or simply old base abilities made into talents (Mind Control).
Then they went on and homogenized everything else among the classes including part of the play style, a pally now feels like half rogue with clunky combo points
Don't even get me started on revamps, ugh...
1) There is no set time in which the product must be in each stage (Decline? Didn't many say WoW is not 'dying'?)
2) May not apply to all products (Radios are still around and will still be around even after a long time)
3) Emphasizes a lot on the product instead of the brand (People may still play WoW because they like Blizzard's games and would like to try their MMO sometime in the future)
Last edited by championknight; 2013-11-20 at 04:32 PM.
Well, one could argue that the player-made carrots exist because the Blizzard-made carrots became too quickly earned.
When I finish content--or hell when I'm still progressing through it, the only real carrot left is beating every other frost mage and attempting to topple the class as a whole. That's the only real goal left. I would argue that it was much better to have only one version of a boss. Killing Illidan felt amazing. Killing Garrosh on LFR saps some of the allure out of doing it on Flex, which takes some cool factor away from it on Normal, and by the time you get to Heroic it's just... going through the motions and more crucially playing better.
So the focus is on playing better, not the content itself. The consequence of that is, and can only be, metrics popping up to analyze how we are playing.
And that is the problem.
So what I suggest to those in the minority is to do what I do-- become the architects of your own reality. Make your own guild and surround yourselves with like minds. Pay no heed to the LFR crowd, the meta changes, and make the game your own on whatever terms available to you.
It's such a great game and even though decent people are hard to come by, they're out there. Assemble them and enjoy the content
The "free lvl 90 with WoD purchase" is exactly the type of thing that helps both convenience AND community. As long as they keep adding options for old players to pick the game back up easily and new players to learn quickly/catch up relatively quickly, I don't see why the two have to be at odds.
It does seem that people will chose convenience over what's best for them though.
"When asked about password protecting their mobile devices:
More than half of respondents said they do not use a password or PIN to lock their smartphone or tablet
44 percent who do not lock their mobile devices said that using a password is “too cumbersome"
30 percent who do not lock their mobile devices said they “are not worried about the risk”" http://confidenttechnologies.com/new...-over-security
"It's Convenience, Not Cost, That Makes Us Fat" http://www.forbes.com/sites/bethhoff...-makes-us-fat/
And the study they cite http://onlinelibrary.wiley.com/doi/1...y.2009.26/full
"Anyway, ..." as in "getting off that tangent", didn't seem to have been clear, which I've admitted.
yay for cynicism.
Also I'm sorry if my original post made it sound to others like "No convenience is good convenience".
One of the problems with using data on a piece of art, is that you can't pin down any one aspect of it to guarantee success. Some basic quality things are objective, but not much else. And even that objective quality may not be contributing to popularity. i.e. Tech graphics, bugs, and performance are objective. Art style, gameplay, fun, are subjective.
And getting good data from polling the community is also another hurdle, as other's have brought up about why they have cancelled.
"It's something that's been really bothering us for awhile," a visibly befuddled Newell told The Noble Eskimo. "The odds of this happening are even less than a billion-to-one. In fact, this is without a doubt the least likely thing that has ever happened on this planet. 93% of our more-than 30 million users were born on January 1st. It's incredible." http://www.thenobleeskimo.com/steamusers.html
WoW is still a game in relatively uncharted territory. Never before or since has anything in the genre been nearly this popular. They have some examples of people chasing their coattails but not much of people just trying their best to be better and becoming serious competition. Blizzard has name recognition, and $. Promotion is easy with $, and certainly a huge factor in popularity.
Testing is also extremely hard for Blizzard. On PTR/Beta people know there is no investment in the game, and it's not very long-term (though I think it could be a little interesting of a test to see how people cope with not having the features). In a focus group, it may not even be the kind of person who cares/would play your game in the first place. If only Blizzard could do longitudinal studies on the matter. But then again, it's also art, and there's never going to be a theory of MMORPG success, just suggestions.
The first few months of Cataclysm with the giant slide started weren't noticeably more convenient than WotLK. So whatever your reasoning is, it doesn't take that into account.
Common sense though will tell you a couple of things:
1. Video games and other entertainment products are considered disposable by most people. In other words, they buy them, they play them a while, they move on to something else. WoW has had a good run. For a lot of reasons, increased competition and some serious mistakes reading their player/customers, it's now on a glide path from its peak which was improbably high to begin with.
2. Trying to convince anyone that the game needs to be less convenient to be more attractive to the average player of games is a non-starter. We're not talking about your 10% elite players here. Just the average kid or adult that has heard something and makes a purchase to see what's going on.
It's perfectly fine to have your opinions. You're on shaky ground when you start trying to connect cause-and-effect without any actual hard data to support your thesis. Blizzard thinks that just about the most popular thing to do during Wrath, running heroics which were easy and fast, suddenly became a real problem when random 5-man groups failed repeatedly on them in Cataclysm. They made an expansion which played precisely to elite players and lobbied the players hard with all of the usual BS about aspiring to play better and bring the player not the class and how dungeons should be hard. They were wrong. Damage was done, however and a lot of people found it easier to quit for those and other reasons.
I don't think for a minute that a great number of people sat at their computers every night watching their random heroics go down in flames after an hour or more of trying to finish them or trying to make adjustments to the healing they knew from Wrath and logged off angrily stating "The game is just too damn convenient!"
The cake is now an alternative fact.
I'll take community
History will have to record that the greatest tragedy of this period of social transition was not the strident clamor of the bad people, but the appalling silence of the good people - Martin Luther King, Jr.
I'm not entirely sure of what OP's thread was meant to promote discussion about but I assume it concerns LFR/LFG. Frankly I think these were a big part of ruining WoW. They destroyed the community which is ultimately why people should be playing the game (that said there are a lot of casuals you just want to farm all day and ignore everyone else).
To put it shortly:
No LFG forced players on a server to work together. You made friends, you blacklisted dicks.
LFG means no community since pugs form which are often cross server. You likely won't see these people ever again, so who cares how you treat each other?
The cake is now an alternative fact.