Okay. Once again, MMO-Champion has done us all a service and effectively proven what we all already knew:
Organised raiding is a busted flush.
Ultimately, no matter how you cut it, the evidence just keeps on stacking up to an almost impenetrable height.
Raids, as an endgame focus, turn people off.
Players aren’t interested in a model that’s designed to exclude them based on scheduled commitments to a video game that invariably requires VOIP, second-party mods and being told when you can and can’t play by an indiscriminate guild clique. Who’d have guessed? Yet, what’s perhaps more damning than less than 10% of players clearing a raid on its default difficulty (heroic), is the uncomfortable fact that this 10% hasn’t gone up in the four and a half years that Blizzard have been shoving raids down everyone’s throat.
You’re at the TLDR cut off. Read no further if you don’t want to.
This isn’t the first time I’ve looked at raiding statistics and been shocked, so I refer you to my earlier work on the subject. That was written almost two years ago to the day, when I was thoroughly dismayed at what Blizzard did to raiding during Mists of Pandaria. The problem, of course, is that Warlords of Draenor has done something very different and found out that, generally, the results were the same.
Let me put it like this:
Wrath of the Lich King saw no more than 10% get themselves to Arthas and kill him, despite easy catch up via currency gearing, 10-man raids tuned to be easier than 25, and the Icecrown dungeons that allowed for a gearing leg up. Cataclysm, of course, shattered the raiding community; but we still didn’t see an improvement in those numbers clearing a tier. LFR was the leg up as far as Pandaria was concerned, along with the retention of viable currency gearing, but we still didn’t see an upward trend in raid participation.
Then we get to Warlords of Draenor. Here are some of the things we know:
1) Four modes were designed to capture those left out by too-hard normal and too-easy LFR.
2) The staggering of the instances allowed people to enter the main tier in a better gear state.
3) Currency gearing was all but removed, given how brutally inefficient gearing via apexis is.
4) There’s no viable endgame progression other than raiding, with all other rewards neutered.
5) Flexible technology was put in to save for a significant amount of management necessity.
6) Guild levelling was removed, making guilds much easier to found and build a raid team in.
7) Looting was changed to address challenging management of loot systems in casual teams.
8) Professions were designed to streamline raid-ready loot into the hands of players and alts.
9) BoEs were made more numerous than before, speeding up general gearing in and out of raids.
In short, Blizzard have literally done everything they can in order to push people into raiding… And the result is that no more than 10% have managed to take out heroic Blackhand. Now, clearly, that number may go up as the tier continues (and I expect it will), but we’re effectively in an expansion where raiding is the choice if you want character progression, and there’s still been no appreciable uplift in participation.
That 10% figure is as good as it’s ever going to get. However, can we even say that it implies 10% of people really enjoy raiding?
Well, no. No, we can’t. If the game provided the same rewards for activities other than raiding, do we think our 10% clearing a tier would remain the same? I think we all know the answer to that. I think we all know that it’d be lucky to see numbers above 5%.
Given what we now know, that even when you give people nothing but raiding they still avoid it, there’s really only one conclusion to draw.
It’s time to scale it back dramatically, even to the point of removing it altogether.
Of course, this argument has been made before. Around six months ago, just as Warlords of Draenor was landing, Eliot Lefebvre argued his “six reasons” why MMORPGs should dump raiding because it was an archaic endgame staple that was holding the genre back, rather than supporting it. For those who didn’t read those posts, Eliot argued that the six reasons for moving on were as follows:
Raiding is expensive in terms of resources.
Effectively, we all know how it goes. No matter what you ask Blizzard for, “it’d cost a raid tier”. So if we want more and engaging dungeons, racial art for our garrisons, proper world content and questing… We won’t get it. We’ll get a raid tier that nobody’s really interested in.
Raiding is designed for too small a percentage of players.
Well, we know that. At it’s best, no more than 10% of players complete the default level of difficulty for a given raid tier. What’s worse, is that that 10% is subsidized by the other 90% who’re paying for raid development they’re either not interested or not capable of playing.
Raiding takes resources from other content.
Again, Blizzard are explicit in that this is a zero-sum equation. They keep citing it when the question is brought up. How many other pieces of content have been gutted, had their depth removed, or simply never been developed at all because of raids?
Raiding relies on bribery as a content draw.
It’s pretty simple. If raiding didn’t offer the best loot in the game, a tiny percentage of players would do it. There is the fraction of a fraction of a fraction of players who argue that it’s about “challenge”, but even Ion Hazzikostas admitted that raids need the best rewards.
Raiding pigeonholes social interactions.
The argument that raiding is social isn’t necessarily true. If enforces a specific type of social interaction, which is you play with people capable of clearing raids – and not, necessarily, the people you want to play with the most. In fact, it’s inherently anti-social.
Raiding exists because it’s assumed to be a necessity.
Ultimately, this is where it all lies. “A game must have raids, otherwise what would endgame PvE be? Nothing”. That’s the argument, but the truth is that we don’t know what that endgame would be, because it’s always been raids. Yet raids are not popular.
Now, I’m not saying these arguments are all iron-clad and proven to be right. I’d also stress that people read Eliot’s posts rather than assuming that my paraphrased summaries accurately convey the strength of his arguments. What I’m saying is that raiding, as a staple of PvE endgame in an MMORPG, has got a significantly difficult number of questions to answer.
Maybe it’s time we started properly asking them.