Panda! |
I
had planned a piece that would be more interesting to a general audience for my
first post here, but for the last couple weeks something has been really
bugging me. I apologize in advance for
the barely-coherent rant that's about to come.
Now, with that out of the way:
For
years now people have been heralding the coming of the wow killer. They claimed that Warhammer Online would knock
WoW off its throne. It didn't. People were SURE that Age of Conan would
finish WoW off , it had BOOBS in it!
That wasn't enough. All the cool
kids were looking forward to Guild Wars 2 finishing WoW off as it limped away
from its drop in subscriptions over the Cataclysm expansion. I mean, come on! Guild Wars 2
DIDN'T HAVE SUBSCRIPTION COSTS (it also didn't have robust endgame
content, who knew people liked that sort of thing in their games?). This is the point where I should also mention
Star Wars: The Old Republic... but I'm not going to, as I'm doing my best
to repress those memories. All those
games failed to knock WoW off its throne, though Recently I've started to think
that maybe the true WoW killer has already descended upon us, but we're just
not aware of it yet.
A
short time ago a new title was released.
This game wasn't billed as a challenger to WoW, but the more I play it,
the less excited WoW seems to make me.
This game has succeeded in dimming my enthusiasm for WoW, where so many
previous challengers failed I see
people asking: What spectacular exemplar
of computer gaming genius could lessen my years long love affair with World of
Warcraft? My answer to that brilliant
question is: World of Warcraft: Mists of Pandaria (gasp!). So then, we get down to it - is it possible, that
where all these would be challengers failed, WoW itself is going to
succeed? Could the great WoW killer
be... WoW?
As
with most things that achieve a certain degree of popularity, it has become
quite fashionable to bash on WoW these past few years. In every new online game that I've tried,
public chat is littered with people eager to prove their online gaming cred by
condemning Blizzard and WoW. As such, I
think it's important to point out that I was genuinely excited about the MoP
expansion. New WoW expansions are
currently my favorite thing in video games.
I was completely undeterred by the various cries of: "LAWL, Pokémon and kung fu pandas!
LAWL!" as if pointing such game aspects out counted as deep insightful
criticism. I was happy to see an Asian
themed setting, as Warcraft's fifthhand Tolkienesque backdrop is about as
quintessentially stereotypical "fantasy" as they come (you mean Elves
live are hyper-attuned to nature and favor archery?! SHOCKING). It was with this excited mindset that I
stocked up on my favorite snacks, and prepared to stay up to MoP's 3:00am
"midnight" release.
The Jade Forest In All Its Splendor! (Also some Troll) |
Verticality In Action! |
And
it was everything that I had hoped it would be.
The new areas are beautiful; they
do a great job of showing off the bells and whistles that Blizzard had pasted
onto WoW's aging graphics engine far better than any of the areas in the
previous Cataclysm expansion. I enjoyed
the new locales and quests. Much like in
Bethesda 's
Skyrim, Pandaria has a very nice sense of "verticality" to it, with
winding mountain paths, misty valleys of bamboo forests, and verdant terraced
farmlands. I haven't bothered to engage
in any Pokémoning, but The titular Pandaran are well animated with lots of
personality to their movements. Panda
animations are good, almost to the point of being jarring when compared to
WoW's older racial models. Progressing
through Pandaria makes for a great ride, culminating beyond its version of the
Great Wall, in the otherworldly Dread Wastes.
Unfortunately the ride has to end, and what awaits yodu isn't quite of
the same quality, kind of like water sliding into a wading pool of used
syringes... and cat vomit.
That's... A Lot Of Daily Questing. |
So! Once you reach max level, then what? Well, that's when you gain access to the
Mists of Pandaria daily quests! Not
coincidentally, this is also when WoW took my desire to log on, and strangled it
in the backseat of its car. Daily quests
have been a staple of WoW gameplay for several expansions now. They're usually accompanied by a specific
faction, and doing dailies for that faction makes them like you more. Once a faction likes you enough, their vendor
will show you where they keep the really good stuff, and you can buy nice
pieces of equipment and other fun goodies from them. If the idea of repeating the same series of
activities every day for several weeks sounds unappealing (or like a job that
you don't get paid for), the last two WoW expansions prior to MoP allowed
players to purchase tabards from faction vendors, which while worn would grant reputation
points for fighting in dungeons. Tabards
made the daily grind completely optional, as there was a secondary means of
gaining reputation with a given faction, aside from quest repetition. Personally, I had always viewed dailies as a
means for gaining reputation at a faster rate than just running dungeons while
tabard-clad.
Prior
to MoP's release lead designer Greg "Ghostcrawler" Street had the
following to say on his "Developer Watercooler" blog:
"Inprevious expansions, the head enchants from the faction vendors served to force players into specific content. Youcouldn't even choose which reputation to pursue-- you had to pursue the one with your specific head enchant. Our design intent for Mists of Pandaria is to giveplayers options in how to play, and our previoushead enchant design wasn't compatible with that."
In
that post, Ghostcrawler is specifically referring to Blizzard's reasoning for
axing faction based head enchants, but I found the way he was speaking
regarding factions to be particularly encouraging. Looking back now, I see that my mistake was
assuming the game would actually reflect his statements (crazy I know!). In MoP Blizzard made three changes to the
ways daily quests work that I find to be particularly horrible: They removed faction tabards, they
"gated" several necessary factions behind attaining a specific level
of reputation with a third faction, and .they reduced the reputation points
earned per daily quest.
Despite
Ghostcrawler's comments to the contrary, dropping the faction tabards actually
LIMITED player options. Prior to MoP,
faction dailies were completely optional.
You could do them if you wanted to reach exalted (maximum reputation)
faster, but if the idea of doing them left a bad taste in one's mouth, it was
perfectly possible to just skip them entirely and rely on the tabard granted
faction points. This ties in well with
what I think was the second major mistake:
Golden Lotus faction. Of the four
factions that actually matter for buying epic level gear, only the Klaxxi is completely
independent. Anyone interested in buying
items from the Shado-Pan or the August Celestials is flat out REQUIRED to grind
out Golden Lotus faction until they reach revered level (the second highest
faction level). I'm sorry, but this
setup really doesn't feel like it's giving players "options in how to
play." If you want to gain access
to a full HALF of the important MoP factions then you are (once again) REQUIRED
to do endless quests for Golden Lotus.
This situation is further exacerbated by the fact that Golden Lotus
dailies are especially tedious, even when compared to the other daily quests
available from other faction. It's like
the player base is being told that:
"Sure, we've got tons of options for you, as long as do you exactly
what we say, in exactly the order we've proscribed."
Polishing The Old Helmet For The Sons Of Hodir |
I
believe it was in that seminal classic, "Young Guns 2" where it was
proclaimed that "The bad news is there's horseshit for dinner. The good news is there's plenty of it!" There's that third aspect that I mentioned
left to touch on - that MoP's dailies actually give fewer reputation points
than similar series of quests did in expansions past. I went back and checked how the dailies
associated with "necessary" factions in previous expansions stacked
up to the current crop. The Sons of
Hodir were "required" (I keep putting words like
"necessary" and "required" in "quotations"
because really, nobody HAS to do any of this stuff) in the Wrath of the Lich
King expansion, as increasing your reputation standing with them unlocked
enhancements to your character's shoulder slot items. Sons of Hodir dailies awarded the player
between 350 and 500 reputation points per quest completed. Move forward to the next expansion pack,
Cataclysm - the Therazane faction performed the exact same rule that Hodir did
in the Lich King expansion (shoulder enchants).
Therazane dailies awarded between 250 and 350 reputation per
completion. So we move onto my favorite
whipping boy - Golden Lotus (because they suck) the average Golden Lotus quest
awards 100 reputation points per quest completion. So then, Golden Lotus has a TON of dailies
available, that cycle every day, so the odds are you won't be doing the exact
same series of quests on a daily basis (taken by itself, that was actually a
good idea). But of course, since those
buttloads of dailies are worth less than similar quests have traditionally
been, the player is stuck spending more time, doing more quests for less of a
payoff. I have a friend who raids 25man
content. As such, he's interested in
advancing his character as much as possible.
Between his raiding schedule and his hours long daily questing regimen
he doesn't really have the free time to even run heroic difficulty dungeons,
much less level alt characters (which is one of my favorite WoW pastimes).
Apparently
people have flocked to WoW's official forums to defend this new abomination
that's been forced onto the player base.
I wouldn't know personally, because I've made it my life's mission to
stay off those forums, after I made the foolish assumption back in 2004, that
reading the warrior forums would actually impart useful information regarding
the warrior class. I can't rightly think
of a reason why people would defend a mechanic that FORCES players into a very
specific activity set. Unless they're
laboring under the (incorrect) assumption
that a willingness to put up with tedious bullshit somehow raises them into a
select upper echelon of WoW's player base.
Don't mistake me here. I'm
definitely not asking that Blizzard hand out epic level items with absolutely
no regard to the effort required to obtain them (I raided in Molten Core, when
40 people would kill a boss for two drops, I think Blizzard has been giving
away epics for years). I just don't
think that willingness to suffer repetitious, tedious tasks should be the skill
that they're testing. Blizzard has added an additional hurdle for anyone who
desires to maximize the potential of their character (read: anyone serious about raiding).
Kill One And Zone Out! |
Adding
in extra unpleasant obstacles seems contrary to the direction WoW has been
moving since its release. One of the
secrets to WoW's success was that it wasn't afraid to strip away the unpleasant
conventions of the MMO genre in the interest of providing a better experience
for their player base. WoW implemented
ideas that would seem CRAY-ZEE to a longtime player of older style MMOs, like
Everquest and Final Fantasy XI (such as myself). WoW had no experience penalty for death. WoW allowed players to reach max level easily,
through solo play. These things seemed
anathema to what the traditional group based MMO experience grind had come to
look like, but Blizzard didn't care - doing it their way was more FUN. The current situation feels like one big-ass
stumble backwards on Blizzard's part, because at the end of the day, mandatory daily
quest grinds aren't fun. Blizzard even
has a history of moving AWAY from mandatory daily questing in pervious
expansions, which suggests that some point somebody thought that was a good
idea. When WoW moved away from
obligatory daily questing for frost badges in the Lich King expansion, and
instead adopted a weekly pool of valor points, that was a step in the right
direction (a step that they held in place for an entire expansion cycle after
Lich King). Why are they moving away
from that paradigm now? I'll grant that
some people DO enjoy dailies (even though I never have), once again my issue
lies with making dailies a sole avenue towards an end - forcing players into a
specific task, rather than giving the player choices, as was done in previous
expansions, and as was stated as one of Ghostcrawler's design directions for
the expansion.
In
my opinion, Blizzard has somewhat indirectly admitted that the new daily
structure if flawed. The first major
patch of the expansion, 5.1 mixes up the reputation gain scheme a bit, by
increasing all reputation gains with a given faction, across your entire
account, once you have a character who has attained revered level with
them. I guess this is a step in the
right direction, but I still feel that this addresses a symptom of the problem,
and not that actual illness itself. The
enforced daily quests grind is still right there where they left it, now
players just won't have to spend as many days doing it. Hooray? Really, removing the reputation requirements on purchasing the various pieces of valor point gear that the faction vendors have would go a long way towards making the daily grind feel less compulsory.
Cataclysm's Dragonmaw Dailies - Exalted In Less Than A Week. |
So
there you have it: Trying to keep up
with the daily grind has cooled my post expansion pack release enthusiasm
MONTHS earlier than usual for me. I gave
up getting my "main" deathknight to exalted level reputation with the
four core Pandaria factions, just because I couldn't stand several more WEEKS
of daily grind that was required to make that happen. This expansion still has some good ideas in
it. I don't want to give the impression
that I hate everything it has to offer.
Ironically, the NON-essential factions (the Tillers and Anglers) that
have dailies associated with them are quite pleasant - a far cry from the
shitslog that is Golden Lotus questing, and even the August Celestial dailies
are succinct and over quite quickly - it's just unfortunate that if you want to
have access to them, you have to close your eyes and wait for Golden Lotus to
finish having its way with you. I'm
still curious regarding the behind the scenes decisions at Blizzard that led to
this situation going live. Hubris,
maybe? After so many would-be
challengers failed, perhaps Blizzard simply decided that being World of
Warcraft is enough to guarantee sufficient subscriptions to turn a profit? I know at least one longtime wow subscriber
who's spirit has been so crushed by the daily grind that she no longer feels
like logging on at all some nights, let alone dealing with the daily grind.
The
MMO landscape is scatted with the bones of failed wow-killers, many of which I
played, and some of which made exactly the same missteps that Blizzard is
making now. If this is the direction
that we can expect future content to take, then for me at least it's entirely
possible that WoW may end up joining them:
killed by its own hand.
Impassioned and well-argued! It's great to read highly informed and well-written criticism, and the syringes and cat vomit line is already a classic.
ReplyDeleteGreat stuff, keep it up!
It's Ironic. I decided to skip dailies altogether in the beginning. The sheer volume of them was rediculous. Raiding has always been my passion in this game. Everything else was secondary. Thank god there is an alternative strategy to gearing up even if lfr is like throwing darts. The increased drop rate in lfr allowed me to entirely bypass the grind on my pally in our raid. I find myself having more fun on my pally in our current raid right now tbh then my main raid. Why is this? The people I play with are enjoyable to be around.
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