Often the term "raid logging" is seen as something negative, it describes a person who foregoes other avenues of content to focus
their intentions and efforts exclusively on raiding, but is it necessarily a bad idea?
Purchasing either a token or a subscription, you`re invested for another month, you have access to 30 days of play time regardless of how you choose
to use your alloted time.
Does it really matter if you commit to 100 pet battles, or farm 1000 herbs or perhaps just spend your time raiding every week?
I posit that with the emergence of ideas such as "borrowed power", it creates an unhealthy shift toward game time at the expense of
enjoyment.
It has become more difficult to invest your time in game, in pursuit of goals that you`ve set yourself prior to the start of your current play-session.
If you choose not to take part in these expected and predetermined schedules, you lag behind in progression, it`s no longer just a matter of
being on the receiving end of bad luck, when it comes to item drops.
You`re now set on a path that you didn`t choose, commiting to daily and weekly goals that you`ve not defined yourself, to meet a qouta that was
introduced regardless of your wishes and wants.
Logging in to retail these days, you`re given a laundry list of chores and activities that you`re expected to do, otherwise you trail behind others.
But it`s not necessarily the activities themselves that are a problem, it`s because they are tied to player power, an increase in itemlevel and general output.
In their current design, these systems are supported for 1,5-2 years and then left behind to collect dust.
Given how extensive their influence is and how prevalent they have become, it may come across as an effort in utter futility to invest much time in them.
After all someone going through Legion content today is just given an artifact weapon, they don`t have access to it`s talents, it`s more or less just a cosmetic weapon skin.
But that might just be a more ideal design choice.
An argument against raid logging is a question of availability of content, just how much would the game have to offer someone?
The answer is of course -alot-.
Take the Brawler`s guild for instance, why doesn`t every continent and landmass have their own?
* Imagine visiting Pandaria, fighting Jade serpents, Mogu, Mantid and manifestions of Sha.
* You could embark on quests to unlock fighters, one taking you to the Dread Wastes in search of a rumored Mantid champion.
Celestials would offer a challenge to any mortal who embarks on a spiritual pilgrimage of strength, eager to prove themselves.
The Mogu were rulers, as such there are bound to be some who still want to see the old ways restored, challenge them in an arena.
Other areas that Blizzard could support with added content would be:
- The halfhill farm in Pandaria.
- The garrison in Draenor.
- Pet battles.
- Old raid transmog collecting.
- Map exploration. (See further below for more information.)
- Professions. (See further below for more information.)
- Crafted gear and effects. (See further below for more information.)
Just to name a few.
Professions:
Why isn`t there profession related cosmetic gear?
You`re picking flowers and herbs, why can`t you craft your own satchel by collecting Tailoring reagents.
Why isn`t there a journal where you collect and chart down herb and flower-specific information once you`ve studied them dilligently enough?
As a blacksmith why aren`t there race specific motifs that you can adorn to your plate chest-piece?
Why can`t you dye armor you`ve created?
As a Tailor why are you limited to crafting a white "robe of healing"? Instead of a purple, turquoise, magenta, emerald "robe of healing" and so on?
If you`re a Gnome weaponsmith, why wouldn`t you be tempted to gadget-ify a sword?
If you`re a Goblin the idea of a sword that offers you a cosmetic effect on triggering a small explosion on the target every now and then might
be appealing.
Picture yourself as a herbalist for a moment, you now have access to a profession specific hub area.
An arboretum where your contributions are on display, maybe you braved the frigid lands of Northrend to obtain a rare specimen?
It would be a place where players with the profession could congregate, share their journals and exchange information obtained to one another.
The hub area would offer quests that more or less only serves to add flavour to the profession itself, no player power would be obtained through these various daily activities, only a deeper understanding of the different flora and fauna.
For blacksmiths the forge in Ironforge now has a second level to it, where artisans visit from all over to demonstrate their creations.
This too would serve as a hub where quests are offered, yet the rewards would mostly serve to augment your armor in ways that don`t increase your output.
Reduced durability loss for some time, faster crafting when studying under the tutelage of masters at the forge, aquiring race-specific armor adornments based on which NPC would visit the area and so on.
The point of this rather long-winded post is to demonstrate that the game wouldn`t suffer from lack options or an availability of interesting content if the developers chose to support it.
Raid logging is fine without the need to implement these all-encompassing systems of power progression.