Also, they aren't accurate to the dot, but you can extrapolate a reasonable assumption using their metrics. AotC Denathrius achievements show a huge chunk of players earning the achievement, which then significantly plummets following the next raid drop as Blizzard gets rocked by waves of controversy, after controversy. This shows that yes, less and less players continued their investment following the first patch cycle.
The controversies likely play a huge part in this, but BfA's launch showed a similar trend - large percentage of tracked kills at the start of the expansion (Uldir/Ghuun), which rapidly dissipated, indicating players are sticking around less, and less into each expansions lifespan than older expansions.
Edit to claim this isn't me stating WoW sucks, just that the formula is getting old/predictable, which causes players to quickly lose interest once the "new expansion" hype fades.
Do you even hear yourself?
Diablo 3 is not an MMO. It has what you describe. Multiplayer is completely optional.
Wow is a MMO. The multiplayer is in the name. It is designed to do multiplayer content. You can choose not to but to complain about a game when you are actually playing it wrong, even after trying to create a new definition for the genre, is arrogant at best.
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What barriers are blizzard putting up to discourage community? In what ways are blizzard pushing people into single player content.
You need to actually have an argument to be taken seriously.
Achievement hunting has brought so much life into this game for me, I have an absolutely staggering amount of things to do that I otherwise probably wouldn't have bothered with. Sure, a lot of achievements are just chores - But it truly gets me to experience every aspect of the game, and a lot of it is quite fun.
I agree tbh. One of my favorite things about SWTOR is the single-player class stories; I'd love to see something similar come to WoW! Order Hall campaigns were sort of a step in that direction, but I personally think the game could do with even more roleplaying elements.
We'd probably need a WoW 2 for any sort of fully voice-acted choice-based narratives though.
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There is a good business case to be made for more solo content. It's been shown again and again that within the MMO genre solo play is an important and predominant thing.
We will have to see how it works out but Hazzikostas has been careful to emphasize that the next expansion will allow players to "just...focus on what they prefer to focus on, while encouraging them and giving them optional rewards for branching out." That can be taken a number of ways but if solo play is an important business case that obviously has implications. I'm pretty sure the raid/dungeon lobby crowd is going to be cared for.
People can blather on all they want about "go play a single player game" but they are ignoring the reality of how people play WoW. M+ is great but not involving a huge percentage of all players. Same for organized raiding (as opposed to LFR). If Blizzard decides to put some effort into taking care of solo players and those that play primarily with people they know (see the professions revamp for starters) it won't hurt the game's business and likely will help it.
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There's nothing there that mandates anything other than a lot of players on a shared platform or world. I know you likely believe otherwise but you're wrong when it comes to forced socialization. That sort of opportunity should exist but is not necessarily required. MMO's can choose a design template where content is group-based with a few solo options or the opposite. Theme parks can have lots of simultaneous visitors but that doesn't mean that everyone is forced into meaningful interactions with total strangers.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
It will be interesting to see what the Devs come up with now there allegedly will not be any artifact/azerite/anima power to grind and call content.
Not going to get into the old and tired argument of people who think MMO means you should have to group up with other players. Ignoring the existence of MMOs like Runescape entirely not to mention a good portion of WoW is already done solo. Leveling, achievement hunter, dailies, and pretty much any other chore. Unless you're raid logging, you're more than likely to be spending more time alone than in a group. Thing is all the meaningful, gear rewarding content is group content of course. And if you want solo content to reward decent gear you run into a completely different problem.
Say 5% of the player base is expected to gear out in mythic gear each raid tier. Well if you want solo content to reward mythic gear you would need to make it difficult enough so that only 5% of players can achieve that level. Though probably much less than 5% because you have to take into account the fact that if this solo content made it easier to gear up than mythic raiding, everyone would just do that instead and you've killed off raiding. In the end, you would end up with something much, much harder than Mage Tower challenges. No one would be able to do it, everyone would complain, and the few that could do it are likely the people already raiding mythic anyway, so they don't really need it.
They need to take the main story out of raids at least. You come back now you just won’t see the Nathria or Sanctum storylines cus nobody does them and you can’t solo them. Leaving huge gaps in Shadowland’s already convoluted, dogshit story. They tried to fix it by having thrall and jaina do it off screen but it’s a piss poor attempt.
Otherwise yeah, more single player or at least solo queue content would be nice. Not everyone has a consistent schedule required for guild play or a friend group wide enough to make up for it.
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So many close minded people in this thread seriously. Just because a game is an mmo it does not mean it must only have multiplayer content. Why does it have to be either or? Why it gotta be black and white. Yes, solo content shouldn't come at the expense of multiplayer content but having some of it is still a great thing. Ffxiv does it well. Even destiny 2.
And shit, didn't elden ring spawn a very favourable meme with that pot guy going into other people's games through the online feature? Single player game with a hint of online and it seems to work well.
yep, most of them were fine and nice. but there are 2 problems:
1)
it was just those 3 and not much more. sparse content.
2)
Torghast offers not much reasons to run through these days. Mage tower has been stopped. Visions are over.
Result:
It’s like saying „this game has enough grp content“, if the actual raid would not drop anything and give no reason to go there, m+ dungeons had been stopped with BfA and guilds are already patched out of game.
in short:
your examples were fine. as long as they lastet. but they no longer exist.
Last edited by Niwes; 2022-07-20 at 12:58 AM.
You can watch the remaining bits of the story on YouTube because of course, that's why we play video games: to watch their stories on YouTube.
It's plain evidence that developers don't care about the in-game story by not protecting the narrative content properly. Yes, there's LFR for some of that but that's a different problem entirely.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
They absolutely do not do that. What you consider catering to single player is questing, dailies etc which is 100% the same in every mmo.
Single player stuff they can implement is more advanced roguelike like the scenario in suramar, mage tower, visions or perhaps they can find more things.
Catering to multiplayer in wow is utterly pointless as most people play alone and the developers themselves has transitioned the game away from community multiplayer over a decade.