Don’t forget that I’ve written many long, thought-out posts that were designed to contribute; mindless QQ frankly isn’t my style, and those arguing otherwise need only check my post history. That said, nobody is forcing you to read this; if you’ve had enough of these posts, the invitation is offered for you to move along now.
Brass tacks, then – the game is currently nowhere near as good as it was in the past, and there’s no way I can get onboard with the new “direction” it’s planning to take. Some of you will remember my recent post about learning to play or going away (locked for absolutely no reason) and, therefore, will be familiar with some of my thoughts on where WoW has gone wrong.
When push comes to shove, the “World” of Warcraft is dead. The world has been emptied in favour of quick access to a succession of mini games, with all effort, commitment and difficulty erstwhile required having been shoehorned out. The world will continue to shrink so long as insidious queues exist and players have no legitimate reason to travel, while Blizzard have amply proven that enough forum crying will make them change their decisions.
Most of all, however, the current development team are mired in the production of mediocrity, and the unfortunate rut of trying to manage failure. Here are some “highlights” from Cataclysm:
- A “mind blowing” experience is promised for the pre-expansion event, hugely watered down due to complaints about auction house access.
- A broken world is promised, with the delivery being little more than a few upturned zones and most of the world left largely untouched.
- Blue post confirmation that raids will be the only way to get epics, proven scarily wrong by easy to access crafters, vendors and auction houses.
- A levelling experience and length similar to previous expansions is promised, but most players take no more than two days to hit the new cap.
- The most dangerous of villains to this point, Deathwing, is relegated to bit-part zone burning and plays next to no active part in any of the content.
- The “War” in Warcraft will be returned… Except no world PvP is brought back, only faction-specific mobs that are part of the 1-60 questing.
- A “new and improved” 1-60 questing experience is promised, but it’s a streamlined shortcut in which new players learn absolutely nothing.
- A significant portion of the playerbase reports there not being enough zones in the endgame (five); this five zone model is announced for MoP.
- Ghostcrawler releases a blog entitled “Wow, dungeons are hard!” extolling the virtues of trying to improve – then nerfs dungeons into the ground.
- The “PvP arms race” is vowed to be gotten rid of, but actually made worse. PvP balance is now so bad, MLG has removed WoW from the circuit.
- Mike Morhaime states that players are clearing content faster than ever before, then oversees the trivialisation of a large amount of current content.
- Blizzard force players into a currency grind that pits players of vastly differing desires and abilities into the same queue. Mayhem ensues.
- Blizzard try to address a tank shortage by offering extra rewards. The result is a flood of bad tanks that exasperate the original problem.
- A new talent system is introduced to remove cookie-cutter specs. This abjectly fails, to the extent the entire system will be redone in MoP.
- The Vengeance mechanic, heralded to solve a problem yet unseen, is made completely redundant thanks to a baseline tank threat buff.
- A promise that crowd control will be brought back, only for the realisation to land that you can’t force CC on a random group that has none.
You get the point.