Given the criticism that Warlords of Draenor has received with regards to its lack of content (a criticism I support, for those that don’t know), it’s interesting to see the discussions around what different people view as content. This particular argument intensified as the PTR for patch 6.1, “The Patch with No Name”, rumbled on and it became clear that nothing substantial was going to be added.
I won’t be the only one who’s wondered this, but it does beg the question of what constitutes legitimate content. Now, it’ll be argued by the sceptics that everyone’s opinion is different and that no common ground can be found. Hell, we see a lot of this on the forum already; Blizzard can’t possibly design for everyone because everyone likes different things. Yet, I think a relatively good understanding of what makes up content can still be widely understood without necessary devolution into an argument.
So, I’ll have a stab at what I think content fundamentally is, and we’ll see who wants to add to or amend this list. For my money, content constitutes three things; additional art, story continuation and UI systems.
1) Additional Art.
Additional art is clearly content, and we’re obviously talking about the obvious here – questing zones, dungeons, raids, battlegrounds, arenas etc. Essentially, anything that adds additional art that players haven’t seen before is considered the primary source of new content.
2) Story Continuation.
What I’m talking about here is, roughly speaking, quest content. If quest content, including dailies, is used, then the story will be continued in some way. Another example of this would be scenarios, though we lost them, as they furthered the story with no additional art.
3) UI systems.
UI systems, traditionally, are pieces of content that allow you to play the game in a different way and are invariably self-generating. Transmogrification and pet battles are good examples of this, but only the system and its original introduction can be considered “new content”.
Now, I happen to think that most things will fall into one of these categories and that this is the crux of where the complaints about Warlords of Draenor are coming from. 6.1, particularly, adds absolutely nothing from points 1 and 2, and it’d be difficult to argue (though not invalid) that it covers off point three. I’ve seen a couple of people argue about the selfiecam or quest missives, but the former has no real UI “gameplay” functionality and the latter isn’t technically a system. It’s just a means to repeat content. As far as launch content goes, garrisons technically encompass all three of the above points but fail as a system because there’s very little replay value in them and they don’t self-generate.
That of course, brings up a key word. Gameplay. Gameplay means something different to everyone, but I think we can loosely agree that it constitutes your character interacting with the game world in order to cause a prescribed effect. Clearly, nothing in patch 6.1 really achieves this so it’s easy to see why people are upset at a major patch offering so little.
All that said: what do we think content fundamentally is, and do we agree with my general précis? If not, what amendments do you think need added and am I missing an entire section out?
I do like this addition from Daetur:
Essentially, the implication is that my third point shouldn't necessarily be considered content in the traditional sense but could be fleshed out a little. A valid argument, I think.