Suppose Blizzard hired you as a consultant to determine how they should put the next WoW expansion together. Now, they're obviously not going to let you decide every single concept, but they allow you to make high-level decisions about how the following parts of the game are implemented:
- Questing (just the quality and variety of quests);
- Story (the quality of the story and the role of the player in the story);
- Small group content (5 man instances and scenarios, how many there are and the quality of the bosses and design);
- Solo endgame content (how the solo endgame is implemented, the quality and how much);
- Raids (note: this is not about raid size or how many difficulties. this is about how much content there is, and the quality of the bosses).
You can choose on what expansion (or even other game) the above aspects are based on. Blizzard will analyse your decision and feedback and try to get that particular aspect to live and breathe the spirit of that game.
My personal opinion: Quests of WoD, Story of WotLK, 5-mans of TBC, solo endgame of MoP, raids of classic.
Clarification:
WoD had the best questing experience so far. Both the leveling quests, as well as the Garrison Campaign at max level, were immersive, varied, fun and didn't really outstay there welcome.
WotLK had in my opinion the best story: a cohesive world, the fight against the Lich King as the central element, and the last storyline that wasn't riddled with plotholes or trying to shoehorn an entire people into the overarching plot. The player also wasn't the hero of the storyline who solved all the issues on their own with all the leaders being incompetent without you. They were an elite soldier that supported the story, rather than the protagonist.
TBC had by far the most 5 man content so far: a large amount of 5 man dungeons, combined with every dungeon having a hardmode and every dungeon fitting the story. Bosses were really good for their time, with multiple boss concepts being reused later on in later tiers and expansions.
When I'm referring to the MoP endgame, I'm more specifically looking at 1 particular patch: 5.1, with the small set of daily quests that unlocked a storyline over a few weeks, reputation grind becoming faster at a higher reputation level. It also included the Brawler's guild, which gave players a chance to fight on their own against ever increasingly harder bosses.
Classic raids... I'm not talking about how many abilities the bosses have, or how easy they were. I am talking about how the Classic raiding, especially in later raids, had a lot of bosses with plenty of variation between them. How they sometimes required entire realms to work together to unlock them, The way some bosses had really unexpected mechanics and often turned the entire way some classes worked right around, like class calls on Nefarian; going out in a blaze of glory on Vael the red; dying being a part of Bloodlord Mandokir; That kind of stuff that is just that little bit different from usual.
So, what's your opinion?