Before I get started here, I think it's important to explain what this post is not. This is not an elitist screed decrying how casuals are bad and don’t deserve gear, or how effort should be commensurate or reward, or anything else along the traditional hardcore v casual arguments people have been having for almost 18 years now. These particular arguments haven't been interesting for a long time and are entirely subjective.
This post is also not a comment on or justification for the specific difficulty of anything in the 9.2 patch (or any other particular patch, for that matter). It’s not about a particular boss or dungeon or anything like that.
My intention here, bluntly, is to defend the right of developers to make the game they want, not necessarily the game that shareholders or even a particular audience wants. The alternate title could easily be In Defense of Developer Vision.
–
With all that preamble aside, here is the meat and potatoes: you see arguments thrown about here (and everywhere) that WoW should be X when right now it is Y. Specifically, you see many variations of the following argument: casual players are the majority of WoW players, and thus WoW should cater to that audience.
There are several other fundamental problems with this argument, even beyond the basic "is/ought" fallacy. The first is that it is clearly self-serving - most of the time it is just a fancy way of saying that “the game should be designed for my exact level of skill.” Which, frankly, I understand! There’s nothing wrong with advocating for what you want, it would just be nice if people could be honest about it instead of dressing it up under false pretenses. “I want the live game to be X” is great - there are several posters here (Kyriani comes to mind) who give earnest, good-faith responses like this.
But the bigger issue is the inherent assumption that WoW (and perhaps every game) should always cater to the largest audience possible.
This is a bad outcome for developers and players. While there is obviously nothing wrong with making a product for a wide audience, but if we lived in a world where that was the only thing every company did, there would be no restaurants in your town except fast food, no books except romance and thrillers, no movies except billion dollar blockbusters (we’re already close to this and it is a horrible phenomenon that is depriving us of amazing content), and so on. Books actually remain one of the best forms of creative and interesting content precisely because writers are able to focus on niche audiences.
At its core, the argument for wide appeal is, fundamentally, an argument in favor of shareholders, not players or developers. It is an argument that is effectively telling Activision/Microsoft to take more control of WoW, not less. It is an argument that tells the people who work on a product that their own vision is irrelevant, all that matters is making as much money as possible so the suits in their office are happy.
I would hope that the problems with this are obvious. How many people would want to work in this environment? I know several mobile game developers, and they all hate it with a passion - they desperately want to work with companies that make “real” games, aka games where they are targeting a specific audience with a specific vision.
To me, this is a better outcome for everybody: developers make the games they want, and publishers exert only enough influence to make sure the game is profitable enough to exist and be healthy. Other than that, they stay away.
Historically, this has often been the business model of books, television, and other creative enterprises. A producer and director want to make a TV show they are passionate about, the studio makes a few changes to broaden the appeal, and ideally you get a show that follows the creator’s vision but still makes enough money to be viable. Not everything had to be a hit.
The change in this business model in the past 10 years especially is why we are surrounded by so many focus-grouped shows that alienate or outright shit on fans. Oftentimes, there is no creative vision, no grand design, other than getting asses in the seats. Now again, there is nothing wrong with popular products - I enjoy a good Marvel movie as much as anyone - but I also don’t want that to be the only type of movie that exists.
When you are talking about WoW, you are talking about a microcosm of the same issue. I personally think the Race to World First stuff has a lot of issues, and if I were Emperor of the game for a day, I don’t think I would design content for those players at all. But I’m not in charge, and the developers clearly want to make this type of content. It is what they enjoy doing. And you know what? I support them being able to pursue their vision, even if it isn’t my vision. It’s probably one of the major reasons they wanted to work there! Designing content like RWF has to be a lot more fun than trying to develop a satisfying boss encounter for folks who hit one button every 10 seconds.
Does this mean the game could be more popular and make more money? Sure! But why do we, as gamers, care about that again? As long as the game makes enough revenue to sustain itself and keep up a decent production schedule, then what is the problem, exactly?
Put another way, gaming will be better off for everyone if we let developers fulfill their creative vision. There are plenty of mass market games “for everybody.” WoW has never been that game, and perhaps it doesn’t need to be. Now more than ever, there are tons of other games for people to enjoy - including WoW Classic, if that is more your speed!
And if you’re going to trot out more of the “the game should be for casuals” arguments, knock yourself out. But be honest about why you are doing it. I highly doubt that you want the suits meddling with developers even more than they already do.