Originally Posted by
Drithien
If you are not upset, then are you just rude? Or do you call strangers "morons" routinely. Stop trying to insult me, so I can stop trying to understand why you seem so upset. And "lol" does not a cool poster make.
As to Cataclysm's revamp: that was a major way to turn somewhat good content to safe, boring content. But you seem to have totally missed that. Which is why I asked you if you have played any other role-playing game.
In Vanilla, zones, with some exceptions, felt alive and full. In Cataclysm's revamp, they fill empty at most times. That is because you are guided from quest-hub to quest-hub, by the hand, like a mentally challenged individual; said quest-hubs have a few and easy quests, with markers on the map even; and outside them, there is rarely ever anything. I love questing; but when I created a new character to see the changes in Cataclysm, I got depressed. The only thing done better was the stories; they were more interesting. But everything else: it was just simple, easy, safe, and dammit-why-do-you-show-me-where-to-go-?-frustrating.
Which is also why exploration in Cataclysm sucked. It was not exploration. Exploration implies effort and interactivity. Also some danger and thought are welcomed. You have to figure how to get up that mountain, not /cast flying mount #24. Flying over zones is not exploring. It is sight-seeing.
What is more, the content lasted far less. Sorry for the repetition but: in Vanilla it took players moths to get to level 60; during which they had to figure stuff out for themselves, they were actually in danger out in the world, had to travel long distances, took part in complex questlines, and in general had an adventure. Cataclysm's revamp offered a nice rofl-stomping experience for players that don't want to... play much, or think, or try, or master some skill in the game. Levelling sunk to Facebook-game-levels of mediocrity. What was once an exciting adventure became an excercise in boredom. Do you understand the difference between playing and just killing time?
Kind of like Mass Effect 1, with its amazing potential for character-customisation and story-shaping; it became Call of Duty with attributes and a bigger story from 2 and onwards: streamlining and over-accessiblity. It's almost as bad as homogenisation. They tried to make the game easier for players, instead of teaching them how to play. And as a result a lot of its depth was lost, and a lot of its wild nature. And players still didn't learn how to play, or got excited much.
When thinking of such stuff you have to try to think as broadly as possible. 1-60 in Cataclysm lasted a couple of weeks, and was ridiculously easy, guided, streamlined, focused, lacked sandbox elements, lacked the staying power of its predecessor: it didn't keep players in the zones, it rushed them through zones. You can't reference such a poor job at an interesting levelling experience and say "it didn't work." That's like me driving a Ferrari at 25 km/h and saying that it's such a slow car. If the Cataclysm content was as deep, preferably deeper than Vanilla's then you could compare them. But they are not.
As to why the game reached 12 millions: I have written my opinion. It lured players in Vanilla with its open-world role-playing content, instead of almost exclusively raiding content like other mmorpgs, and kept them because there was a lot of it; people were levelling for months. It's why it was a success unlike all the other mmorpgs you mentioned. Sorry for the repeat, but this is an admitted by the developers reason even, and you just ignore it. They removed most of the content in Crusade but substituted it with epic gear from PvP, and tried to funnel players into instanced content, beginning with battlegrounds that are an easy target since they require no achievements, and it's difficult to remove players if they are not breaking the rules of the game. Then they expanded their lure to epic gear from PvE in Wrath, and introduced achievements to incite the ocdness in most of us. Put a bar that needs to be filled or emptied in front of a player is what most games are about. And what achievements are about; so they naturally worked. But both of them started to lose steam come Cataclysm: people just got used to epics, and achievements got out of control. That's when the drop started. Of course that was not the only reason. But I think it is one of them; one of the important reasons.
Also: racial campaigns did not converge at level 15 in Vanilla. That was Crusade. Night elves had nine zones all their own for example. And more importantly: if the game got better, they could have even more unique campaigns in the expansion, advanced campaigns. Alas instanced content is king. But king in a game that was supposed to be of another genre. Not the MOBA it has become.