Legion was an excellent expansion. Leveled every single class to cap, played them all quite a bit. 36/36 Mage Tower collected. Finished all class campaigns, mounts titles. Then BFA hits. On the surface it appears it took a majority of the Legion foundation and then ADDED Warfronts and Expeditions. So how could it be worse?
Had a while to think about it at this point so here are my thoughts:
Blizzard saw Legion was successful. Their thought process was ok, keep every system we had: WQ, M+, campaigns, and a rental artifact and then ADD new stuff like Warfronts and Expeditions. This could only be better than Legion because it's all the same stuff but NOW MORE.
Where they were wrong: It was the quality and breadth of those systems that were successful. Let's make some comparisons:
- M+ and WQ remained relatively the same so let's leave those aside for now. I'll come back and mention those later.
- Artifacts vs Heart of Azeroth and Class Halls vs War Campaign. These should be separate, but it's hard to separate the Artifact system from the Class Halls... and that's sort of the point I want to make here. The Artifact + Class Hall system went perfectly hand in hand. It all had a cohesive vision. There was a focus on each class, they all had an Artifact to pursue based on their specialization... through their class hall. The class titles, class mounts and Artifact skins all tied back into the class campaigns. One solid neatly packaged piece of content.
Now compare that to BFA. The Heart of Azeroth and War Campaign were actually separate storylines. EVERY class got the Heart of Azeroth. There were only two War Campaign stories, Horde and Alliance. These systems weren't really replayable in any meaningful way for each alt. There were different class-specific Azerite Traits... but a) no class campaign, b) no class titles, c) no class mount, d) no laundry list of artifact skins for each alt to obtain... and Heart of Azeroth had zero cosmetic rewards involved at all e) every one no matter your class sat on the boat in your faction city to do missions and didn't have a fresh new class-specific environment...
So ultimately, if you played just two characters you got the full BFA experience. If you played during Legion, there were a ton of reasons to play every class, so at least 12 different characters. Even if you waited until the end of the expansion and got catch up gear, you still had the artifact skins, campaign, mount and title to go after.
This is sort of a generic point about RPGs, but it's applicable to WoW. A player's race and class choice needs to be important. These are the biggest decisions a player makes in an RPG, and if there's really no meaningful difference in experience, a huge piece of player expression is lost. It's true that mechanically over time, each class feels less and less unique. Homogenization is definitely a thing that plagues this game. And if the devs are interested in balance over differentiation, it's clear that as long as you provide some flavorful distinction as in the Legion campaigns and artifacts, that can bandaid over the underlying mechanical blending of the classes.
- Legiondaries. Most people hated the RNG. But then they introduced the Wakening Essences. Fixed? Just launch it like that. Nope... they just cut it completely.
- Warfronts and Expeditions. I'm going to lump these two together because I want to make a single point about these. If my early point about the Artifacts and Class Halls vs Heart of Azeroth and War Campaign didn't come across, basically I'm saying that the quality of these systems matter. Warfronts and Expeditions, IMO, are terrible new systems, but FULL of really great ideas. And IMO what they should've done here was instead of tacking on Warfonts and Expeditions on top of existing systems, use the stuff they designed there to beef up CORE, EXISTING stuff we already have.
IMO - Warfronts could've been a really neat way to explore Epic Battlegrounds. Resource gathering UI improvements, spawning units, upgrading units. But let's be real, as a singular PVE scripted experience... these suck. They are absolutely awesome the first time you play them, and the cool factor rapidly diminishes there after. However if this was a PVP experience where you had a ton of players involved... with 3 lanes... like a MOBA... you'd basically be making Smite PVP in WoW (which is actually really fun). PVE oriented players can strategically cap monster-guarded flags and gather resources. PVP oriented players could push contentious points. Warfronts should basically just be a style of epic battleground to me, not a separate system.
Expeditions. I always liked the idea of random encounters in PVE content. It keeps stuff interesting. But there was IMO one major flaw. They made these the 'PVP-ish' thing, where even in the PVE content you were being rushed to collect Azerite in competition with the other team there. The AI here is really cool. The randomization of mob types is cool. My view on this is the same as my view of Warfronts. Warfronts could've just been a new thing on top of an old system... battlegrounds. Expeditions could've just been a new spin on Dungeons.
What would a Dungeon with the Expedition system be like? They could use any existing Dungeon layout. You populate it with random mobs, and block off certain passageways to make the way you crawl through the dungeon different any time. Take BRD for example. You do a BRD expedition... it scales to your level. A bunch of 120s can do a BRD Expedition. You can find totally different situations:
1st time you enter BRD Expedition - The caves are crumbling, stones are falling from the ceiling. The dark iron dwarves are bunkered down. Troggs have taken over. Because the dwarves are taking cover, certain gates and doors are locked. You have to go in and kill the troggs. The expedition phases can spawn random magma beasts that awaken, tunnelers, etc. The Expedition isn't timed, it's over when you kill the boss Trogg.
2nd time you enter BRD Expedition - You need to get to the vault to get the Heart of the Mountain. First you have to get a key for the gate mechanism from the Dark Iron dwarf guy in the gladiator ring. But first he wants you to defeat a couple bosses. Then you fight your way down, dealing with magma and fire elementals and malfunctioning iron guardians.
3rd time you enter BRD Expedition - Grimtotem shamans are there and are trying to summon Molten Giants and bind them to their will.
etc etc
IMO these are the major failures of BFA:
- Resting on their laurels of Legion, and probably not really understanding WHY the Legion stuff worked out so well
- Thought they could just phone in those Legion systems again, and focus on adding new things on top of everything else.
- They need to focus on what are the core WoW systems and just make those good. Not keep trying to add more things to the pile. Expeditions should've been a new iteration on Dungeons. Warfronts should've been a new iteration on Battlegrounds.
- Classes either a) need to actually be unique or b) have enough experiences with story, environments or flavor that make them a fresh experience. Option A can't happen in this game. Too many roles have been deleted. There's no room for a Buffer (sorry Shaman identity). There's no room for Crowd Control (Sorry Warlock and Rogue identity). Unqiue pets we don't feel like balancing (sorry Hunters)... etc. So it has to be option B. I don't ever see them backtracking in any major way on homogenization. Nothing in Shadowlands will change this. So they're going to need to keep adding Class Hall/Artifact style flavor and story so there's a reason why I'd play each and every class.
- M+ and WQ are good systems but it was copy pasted and nothing seemed to be improved or iterated on.
Now I rest.