I’m slowly coming round to the idea that Ashran, from conception to implementation, is Blizzard’s biggest calamity in the game’s history. There are other candidates, of course, depending on who you ask; the introduction of LFD (and then LFR), the ever-shrinking world, cross server battlegrounds, Dragon Soul. The list goes on.
The reason I think Ashran is Blizzard’s biggest flop, however, isn’t because of the fight-avoidance, poor faction balance, agonising queues or flawed inception. I think it’s because it has utterly failed in its design intent and, as such, is having to be formed into little more than a normal queued battleground as a result.
For those that don’t remember, Ashran was supposed to be a world PvP zone that you could get involved in whenever you like. The objectives were designed with this in mind, as were the daily quests/turn ins, and it was built entirely on this premise. Queues lasting hours, however, don’t make for a great experience, nor does being continuously farmed in your own base.
So, is Ashran Blizzard’s biggest flop? Is something worse than it? If so, what?
And, most importantly, what can Blizzard take away from this that they’ve seemingly been unable to learn for a decade?