I heavily disagree that there was ever a time when flying truly accodomated flying in a way that elevated it in a gameplay sense. You certainly got a whole lot of grand vistas in zones like Twilight Highlands and Uldum, but I don't think this made the zone more engaging to play.
Take Storm Peaks for instance, a zone that required flying. It certainly looks impressive, but in gameplay terms all it really is, is killing a quest mob/picking up a quest item, mounting up, moving to the next one, and repeat. You don't have interesting commutes between quest givers, quests, or other quests, just aim your camera in the direction you need to go and hit autorun.
Compare this for instance to Stormheim in Legion. Which also looks stunning, but also has the ability to make the player experience the game in a way that really lends itself to the zone. Grappling hooks for quick movement adds a spice to that zone that players remember, the quest where you are tasked with scaling a mountain and ending on top looks impressive once you get up and really see the zone.
Or consider the difference a floating hub made in Icecrown, and in Maldraxxus.
In Icecrown it looks cool, but in gameplay terms it's just a platform with somequest givers on it. It doesnt offer any gameplay outside the tiny bit of disorientation you get the first time you land on it.
The Necropolis in Maldraxxus meanwhile offers the player something very simple, a moving platform with a parachute. Without flying this option becomes a landmark feature in the zone that draws attention and offers a unique flavor to the zone in addition to just looking kinda neat.
Lastly, I don't hate flying specifically. What I hate is the version of flying we have. It has no nuance, no weaknesses, no inherent mechanics that are fun to play around with. It's fun the first day you get it in a new zone, and after that it just becomes the new norm.
A better designed version of flying might prompt challenges that require skill, or the ability to finagle the mechanics to do unintended stuff. The most interesting nuance to flying is knowing that you fall faster than you can fly down, and teh trick where you can fly upside down.
Every good mechanic in a game should have easily recognizable weaknesses. Maybe you can't use it all the time, or it has gameplay tradeoffs compared to other modes like what Ground mounts have to Flight Masters.
Flying doesnt have that. Outside not being able to use it inside or in combat you can either use it and it trumps everything else, or you can't use it at all. The closest thing to a legitimate choice the player can make with it that happens in-game is the choice of whether running over to a quest mob is faster than mounting up and flying.
I would absolutely love if flying got a major revamp and actually became something that both required skill, and which had readily apparent weaknesses that leave it with a specific niche it's good at, rather than trumping all others.
I wouldnt necessarily mind if you wanted to use it to cross an entire continent, I just don't want to be the best option if you see a wall and cannot be assed to actually engage with the game to get past it and would rather use godmode.
A mechanic that I can become good at, and which rewards me for being good at it.
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Can you describe for me a zone which is elevated by flying, allows jumping puzzles and treasures, has enviromental obstacles like towers or hills, and which isnt a minefield of no-fly zones?
Because otherwise it just seems to me like you reluctantly agree that flying is detrimental to open world gameplay.

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