Category Archives: WoW

6.2 is It

So the latest WoW news, delivered once again in a random-ass interview no one saw coming, dropped the following bomb: Patch 6.2 is the last raiding tier. It may very well be the last content patch in Warlords of Draenor too.

I… don’t really know what to say. I pretty much agree with Asmiroth’s points and concerns though. Especially the part about lack of content:

WoD will clearly be marked as the expansion with the least amount of content since launch.  2.5 raid tiers, 8 dungeons, no races, no classes, Garrisons, which killed cities, Ashran which put the final nail in open world PvP, a near-complete destruction of crafting.  But we got selfies.

Items that were supposed to be in this expansion (from their Blizzcon): Shattrah raid, Bloodspire and Karabor (cities), Farahlon (zone/pvp).  You’d think that would be at least 1 more content patch worth.

Warlords is both the most expensive expansion Blizzard has released and the one with the least amount of content. Even if Blizzard actually delivers on the promises they made in terms of faster expansions, the best case scenario here is… what? BlizzCon is in four months. Will the beta for the next expansion be released at that point? So are we looking at 10 months from now at the earliest?

Here is a more relevant question: is an expansion even what we want at this point? I didn’t even pay full price for Warlords and I’ll be damned if I’m buying another expansion box within a year after this absolute clown show. I say this as a person otherwise sitting on nine (9!) months worth of WoW Tokens and enough gold to buy a dozen more. 

By the way, one of the items frequently omitted when talking about all the ways Blizzard fucked up this expansion is arguably one of the most important for casual players: PvP faction balance. This video by Asmongold sums it up. Or perhaps this single picture:


Current as of 7/2/15.

What you’re looking at is the 3v3 Arena leaderboard for Horde. In other words, while Asmongold was slightly off in his video, the very top Horde players in the US are sitting beneath 188 Alliance players. Is it just a complete coincidence that the best PvP players in WoW have all up and faction transferred to Alliance after a decade of Horde dominating basically everything? The answer is clearly no. And at this point, even if Blizzard went forward with a “radical” change like disabling all racials in rated PvP, there is no real reason those top players would pay the blood price Blizzard asks to transfer back.

If you think 3v3 Arena doesn’t have much of an effect on overall balance – and admittedly, the 5v5 numbers are a lot closer – then take a look at this:

How the tables have turned.

How the tables have turned.

So if you have been pleasantly surprised with your Alliance BG experiences lately, the above is why. It can certainly feel good to finely have the shoe on the other foot, but Alliance has taken the Horde’s shoes, socks, and pants, and are now a mile away. Racials likely don’t have much effect in the aggregate when it comes to random BG outcome, but as always, perception is reality. And the reality is that the top Horde players have left the faction, which is discouraging, which then depresses the remainder, which causes further PvP losses, which culminates in a death spiral.

I have no idea how Blizzard can even begin to fix this. Not that I have much faith in their ability to fix anything at this point.


While I missed it Live, I managed to watch that Warlords Q&A over the weekend. You can watch it yourself on Youtube, and I recommend doing so. It was simultaneously the most raw, unfiltered interview I’ve ever seen, and the most baffling and ultimately a little demoralizing.

Before I get into the details though, here’s how I did on the BINGO front:

So close...

So close…

If you can’t bring yourself to watch the full hour of video, MMO-Champion has an extremely abbreviated synopsis and Wowhead has an interpretative transcript. What neither of them really gets across is the otherwise unbelievable number of times that Ion Hazzikostas comes right out and says “We screwed up” on a large number of topics. Like, I started getting a little embarrassed watching it, even though I felt Blizzard needed called on all of them.

Let’s start this in order though.


Although Ion stated that he “didn’t like speaking for the group,” by the time the Polygon interview went out stating flying was no more, that decision did represent a majority of the design team at the time. I have talked about this enough so I won’t belabor the point, other than to say how incredibly disheartening it is to hear that more than half of the design team are insane coming from such a bizarre different worldview. I mean, I would feel a little bit better if the argument was “flying takes too many resources” or something. In the absence of any explanation though, I must accept a reality in which the design team is either incompetent or are aligned with a completely different entertainment paradigm than myself. If they do not know how or why this game is fun to me, how can I expect them to continue delivering a fun game in the future? Or me to expect one to be delivered?

I’m glad that the majority of the design team ended up finding a compromise palatable to their alien sensibilities. But it’s getting pretty clear that any entertainment derived from this MMO will be in spite of the design instead of because of it.


“I’m really not going to defend [the 6.0 reputations] and say that they’re awesome and fun and engaging. They are completely mob grinds.” No, really, Ion said exactly that. The explanation is that Blizzard wasn’t going to do reputations at all this expansion, but decided to throw some shit together at the last minute because of the Trading Post and “other hooks.”

Apexis Dailies

“Clear failure on our part.” Ion mentioned that Blizzard did the whole “thing Blizzard routinely does” in lurching from one extreme to another, in this case a reaction to the “World of Dailycraft” theme of Mists of Pandaria. The idea was that instead of doing 5 different quests in an area, you can do the equivalent of five different quests worth of miscellaneous stuff in that same area. Only this time, the rewards were shit and the lack of narrative makes the entire enterprise more nakedly grindy. That’s not even commentary on my part, that is what Ion basically said.

Lack of Endgame World Content

The design team was so caught up in making sure Garrisons as a system was worth doing, a lot of the activities you would normally do outside are instead done in your own little instance.


See above. Don’t worry though, Felblight will fix it.™

Alt Burnout due to Garrisons

Blizzard will nerf gold gains (Account-wide diminishing returns) to save you from yourself. In fact, they don’t like alts serving to enhance a single main character either. Which is another one of those “do you even play your own game?!” moments to me.

Dungeons Being Pointless

“That’s another one of our regrets.” Ion believes that Mythic dungeons will “salvage” the situation a little bit, before launching back into his whole “doing dungeons for Valor doesn’t make sense” tirade. Which is itself utterly bizarre given the fact that A) new reputation factions do this all the time, and B) Tanaan Jungle will be raining ilevel 650+ gear from the sky. Like literally what the fuck? Unless you are trying to actively “discourage the use” of the LFD tool – which I would not put it past them at this point – I don’t understand why else he or anyone would discourage group content in this way. Even if the dungeons are faceroll, it is at least social facerolling.

Why Are Demo Locks Being Nerfed?

“Because we’d rather you not play demonology.” That is a direct quote – look at Lore’s eyes when Ion says it. Hilarious. Less hilarious is the elaboration, which essentially boils down to Blizzard not liking how the spec plays out mechanically, but don’t want to actually fix it within an expansion, so they’d rather not have people playing the spec in the meantime. Which is… well, one way of doing it, I guess.

Ability Pruning

“We’re not trying to design rotations that feel engaging fighting a target dummy.” Again, direct quote. On the one hand, I can understand where they are coming from. If you are able to stand still and belt out your rotation with no downtime, chances are that the raid encounter itself is boring, e.g. you are not needing to move out of the fire, click the box, collapse for a meteor effect, etc. On the other hand… what? If your rotation isn’t engaging under perfect circumstances, when is it ever going to be engaging? So for all those hundreds of hours of clunky Retribution gameplay where you are desperately waiting for auto-attack procs to play your class, it was intended? Never going to be fixed?

Flabbergasted is the only way I can describe my reaction.

Absorbs Dominating the Healing Game

It’s better than it was in Mists, but every raid should have a Disc Priest, yes. Sorry.


Just to recap, Ion admitted to Blizzard screwing up Reputations, Apexis Dailies, endgame content in general, Professions, Garrisons, Dungeons, Demo Warlocks, requiring Disc Priests for serious raids, and that unfun ability rotations are intended.

Guys, I don’t even know any more. Maybe the developers have always been this way behind the scenes, and we just never saw them like this. Maybe the huge influx of interns have diluted the talent pool. Or perhaps we are just all trapped in an incomprehensible universe, devoid of meaning but otherwise working as intended.

I just… I dunno. I’m just going to play some videogames instead of thinking about this anymore.

All the World a Dungeon

In his collated recap of the recent flying controversy, Wilhelm casually asks a question that completely redefines the debate for me and explains Blizzard’s behavior up to now:

For me, the great unanswered question in all of this remains how much control over their game should a developer be allowed, whether or not the dev’s view of how their game should be played should trump the player’s view, whether MMO studios be dictating a “right way” to play and should players accept that or not?

Mind. Blown. If you aren’t already having the same epiphany as me, buckle up.

See, I realize now that this entire flying debate hasn’t been able flying per se, it has been about the tension between the content creators and the content consumers. The Blizzard team doesn’t just want a curated experience anymore, they want a directed experience. Your questing on Draenor isn’t just grounded, it’s on rails. When was the last time you actually found a shortcut up to that cave in the mountains? For me this expansion, it was never – I was stymied by invisible walls and frictionless slopes at every turn. Clearly, the desire is a linear path between A & B, no deviation or skipping game mechanics allowed.

In fact, Ion Hazzicostas said exactly this when talking about introducing more Flight Paths as a flight consolation prize:

The goal is to maximize convenience in getting from point a to point [b] but retaining as much of the gameplay and depth as possible once you do get to that point.

Something kept bothering me about this reasoning though. Flying apparently breaks immersion, but Ion doesn’t seem to give two shits about adding more and more Flight Paths to the world to maximize convenience, despite them being the most immersion-breaking thing imaginable. Seriously, who doesn’t Alt-Tab out of the game on a Flight Path? Getting on one might as well be a 1-2 minute loading screen for a dungeon.

Wait a second. Dungeon. Dungeon. Ion Hazzikostas. It all makes sense!

Cue the flashback montage.

Cue the flashback montage.

Ion Hazzikostas is designing the world (of Warcraft) as a series of instanced dungeons. Not literally, of course. But as a lead designer who specifically worked on all the dungeons and raids introduced since Wrath, his reasoning up to this point makes total and complete sense in this context.

Dungeons are extremely directed experiences. You have to kill these mobs in this way in this order to face the boss. Dungeon mobs are dangerous and patrols can wipe the group, unlike any outdoor mob since, say, the Fel Reaver. You cannot mount in most dungeons, and even in the ones you can, there isn’t any flying (Oculus notwithstanding). Hell, even ground mounts can’t save you because dungeon mobs don’t leash.

Dungeons are everything that Ion wants outdoor questing in Draenor to be, because that is all that Ion knows how to design.

So there it is. We don’t have Scenarios in Draenor because quests are our Scenarios. Apexis dailies are our dungeons. And the actual dungeons? Unrewarding afterthoughts thrown in out of habit. Or perhaps more simply, the result of a drained lead designer who had just finished crafting a dungeon the size of the world.

It is hard to even be mad at Ion. Creating instanced, on-rails experiences is his whole job, and one that he is good at. When you hammer stuff all day, it makes perfect sense that every problem starts looking nail-like. The struggle comes from the unanswered questions Wilhelm presented earlier. Should outdoor questing content be treated like instanced, directed content?

I believe the answer is clearly “No.” Instanced content has its place, as do the limitations that make it more challenging. Outdoor content, by it’s very nature, resists and rejects those limitations. Enemy encampments aren’t “more dangerous” when grounded, by any stretch of the imagination. I could run through any one of them a dozen times while mounted and be fine. Preventing an aerial assault just makes the task of killing trivial mobs take a minute or two longer.

It is for these reasons that I believe Ion and whomever else is taking his side on the development team are going about this the wrong way. I enjoy story quests as much as the next guy, but the direction should come from the tasks, not the manner in which I complete them. If you want players sticking around an enemy encampment instead of clicking on a cage and flying away, how about making the quest more involved than clicking on a cage? Or, hell, maybe they could implement a system in which it would matter how I completed it. There is already bonus quest objective tech in place, so add something in there like “completed without flying.” More carrot and less stick.

Especially given how I can already mount and ride past the stick at any time.

A Flight Far Enough

Well then. Turns out we’ll be returning to the skies in 6.2.x after all:

In an upcoming Public Test Realm build, we will be introducing a new meta-achievement called Draenor Pathfinder. You’ll earn this achievement in Patch 6.2 by mastering the outdoor environment of Draenor—exploring Draenor’s zones, collecting 100 treasures in Draenor, completing the Draenor Loremaster and Securing Draenor achievements, and raising the three new Tanaan Jungle reputations to Revered. Initially, this achievement will award a rylak mount: the Soaring Skyterror, one of the native beasts that roam Draenor’s skies. Players will remain ground-bound on Draenor until a small follow-up patch (6.2.x), when all players who have earned Draenor Pathfinder on at least one character will unlock the ability to fly in Draenor on all their level 90+ characters.

The general mood surrounding this announcement, at least where I have looked, has been one of almost manic joyousness. And I largely share it. This is Blizzard returning to sanity, smartly pivoting around a smoldering crisis with some clever design. Even though my first thought was “hey, attunements 2.0,” I can’t even be mad. My long-standing opposition to attunements doesn’t apply to this particular implementation of them, even if I do feel like Blizzard just kinda threw every achievement they could think of into the unlock.

But just as you would with someone who has just returned from a psychotic break, I remain leery. Some very serious men¹ made some very serious decisions and those decisions almost stuck. In fact, Lore confirmed via Twitter that the “final decision” on this flying matter was the cause of the BINGO Live Q&A delay:

In fact, the conversation continues with the following revelations:

In other words, all these changes were decided on in just the last week.

Is it comforting knowing that Blizzard can make decisions with this degree of nimbleness? Or is it vexing that it took them until now to solve this “problem?” I don’t think anyone could argue that the proposed implementation to unlock flying is especially onerous². Arbitrary, yes, but so is paying a few thousand gold when you hit the level cap. But why was this design not the one at the start of the expansion? If this is a compromise, what were we compromising out of, and why was that believed to be better than this?

To an extent, I recognize this is me seeing a silver lining and looking for the cloud. The crisis is averted, and Blizzard conjured content out of thin air without even having to change anything else. Hell, it’s even going to drag damn near everyone outside of their Garrisons for the first time since they hit level cap. It is a clever designer Hat Trick in every respect.

Still… goddamn. I would have felt a lot better about the overall design direction for WoW had they came up with this plan before it became necessary.

¹ I was going to say “people,” but as far as I can tell, all the lead designers are dudes.

² One of the 6.2 reputations is a straight-up mob grind, and a second one is basically the same thing except killing rares. This deal is getting worse all the time.


I have low expectations for the upcoming “Live QA” Blizzard is hosting a good two weeks after Flightgate took off walked up to the cave on a hill (?). Maybe not as low as Grumpy Elf, but I share the sentiment that Ion “Watch the world burn” Hazzikostas is likely set to field a lot of softballs this June 6th. While I appreciate Grumpy Elf’s… enthusiasm in the questions to be answered, I wanted to offer a few that have a slightly larger (if still remote) chance of being asked and answered.

…and then the announcement post was released yesterday, which indicates questions need to either be 140-character Tweets or 40-word forum posts. So they “can get to as many questions as possible.” Because quantity of answers is exactly what everyone is looking forward to.

But, whatever. Sisyphus is a personal hero of mine, so let me remove all context and edit all my questions down to the raw nubs. Note: these questions are less than 140 characters even with #WarlordsQA (and a space) included in the Tweet. Feel free to appropriate them yourself.

1) WTF are you smoking?

1) How do you feel that more non-interactive flight paths, during which players Alt-Tab out of the game, increases immersion?

2) How is Draenor more dangerous sans flying, when players are immune to being dazed off their ground mount with garrison stables?

3) Why the push for exploration by level-capped characters when majority of exploration rewards targeted at leveling players?

4) Do you feel your treatment of professions this expansion have met your design goals? And what were those goals, exactly?

5) Ion said “group dungeons are one of the greatest strengths in the MMO genre.” And yet smallest amount of dungeons ever. Why?

6) Why remove Justice/Valor points when you just add back in currency like Apexis Crystals?

7) Why does Season 11 PvP gear still cost Honor? And not just a little Honor, but equal to current gear amounts?

8) Was there ever a thought about designing the Garrison to be Account-wide? If not, why?

9) Will the Water Stider mounts continue to be the de facto mounts everyone should use in this, and all future expansions?

10) Are there any other fun parts of the game we can look forward to you removing on a whim in the future?

…well, I tried.

In case you get a chance to watch the Q&A Live, someone has helpfully printed out some Bingo cards you can use to play along at home. My favorite part is that “Immersion” is the Free Space.

I’m picking Card # 2.

Non-Asian WoW Accounts

File this under “Potentially Interesting Information.” MMO-Champion has a graph up showing the percentage of players (e.g. accounts, not characters) who have defeated various bosses in this raiding tier. This is how the data is described in the post:

The data used today is a sample made up of 2.1 million accounts, with at least one character active after April 1. The sample is slightly biased, as players who are not in a guild are much less likely to appear in our sample.

Someone in the comments made a dumb post that 2.1 million accounts isn’t representative of anything out of 7 million. Chaud popped into the comments to clarify:

You ignored the rest of the sentence and ignored the fact that ~half of the 7 million “subscribers” are in Asia, which we don’t track. We track a total of ~3.3 million US and EU accounts, which is likely the vast majority of them.

And further clarified how these figures are determined:

We only can see what you can see on armory. Achievements, ratings, season games played/won/lost. The other 1/3rd in our DB haven’t logged in since April 1.

It’s not news that about half of WoW’s total subscription numbers are NA/EU accounts, with the rest coming from South East Asia. This sort of information has been known for quite some time, even if we stopped getting regional figures around 2010:


I still miss MMOData…


What is significantly more interesting is that out of 3.3 million US/EU accounts, only 2.1 million have logged in once since April.

The reason this is merely interesting and not particularly ground-breaking news is due to all the unknowns. Around 1.2 million NA/EU accounts have not been logging in since April… but did they unsubscribe months beforehand, and therefore are already accounted for in the earlier subscriber drop? How many still have active subscriptions going, even if the person isn’t playing? What’s the margin on Chaud’s claim of “the vast majority” of accounts being counted? 95%? 80%? The difference between those two percentages is nearly another million subscriptions.

In any case… kinda interesting, yeah? WoW has always seemed like this unstoppable juggernaut, and still technically is in comparison to its peers. But the reality is that there are only 2.1 million players you could conceivably play with, and even less if you are playing on your own continent. Based on that graph above, the high point for WoW West was ~5 million. Now less than half are still online.

I’m still not convinced that FF14 will overtake WoW just yet overall, but that wall is looking more assailable every day. And who knows, there may already be more NA/EU players.

To Discourage Their Purchase

Amidst all the flying talk, one of the minor details of 6.2 that you might have missed was that the Apexis Crystal gear was being changed from requiring, well, Apexis crystals to straight gold. The pricing information as it currently stands on the PTR seems… well, just look at it:



As a point of reference, the highest tier of Apexis gear is the same ilevel as what drops in the LFR version of the new 6.2 raid. As another point of reference, the average price of a WoW Token in the US is around ~22,000g. Hmm.

Some people are more than eager to connect the dots:

I don’t think you quite understand the concept of P2W. In 6.2 a player can get a high level armor set without fighting 1 mob, player, gathering node, pet battle, or entering 1 raid/dungeon. Buying gold from the Blizzard shop and then buying apexis armor with that gold is the definition of P2W.

Blizzard has never sold gear with such a high ilvl as they release “new” content, but 6.2 changes that. Also for years Blizzard fought gold sellars and buyers (limited bans were common), but they now sell gold themselves.

It’s a good talking point, aside from the fact that players will have to do something between level 90 and 100 before they can equip the gear. And, technically, this was possible the moment the WoW Token went live insofar as buying BoE items from the AH.

But then I read Blizzard’s response and all my sympathy simply evaporated:

Ah, yes. “To discourage their purchase.” So you introduced a new gold-for-gear system into WoW, which just so happens to be a few months after introducing purchasable gold… but don’t want people to use it. And you price it around the same rate as the WoW Token you sell for $20. HMM.

Hey, weren’t you guys pulling shit off the Black Market AH because you didn’t want to portray even the slightest hint that you were directly selling gear for cash? Whatever happened with that?

To be clear, this doesn’t upset me because I believe it to be actual P2W shenanigans. What exactly do you win after spending $120 and being on the same level as anyone in LFR? What upsets me is this slow-motion, amateur-hour PR disaster in the making.¹ That and the fact Blizzard has used the outrageous excuse of “to discourage their purchase” to justify $25 server transfers for years. Not because it’s a high-margin revenue stream with inelastic demand, heavens no! It’s for their customer’s own good. Blizzard is practically doing us a favor for charging so much!

For the longest time I have sought to moderate the absurd histrionics I’ve encountered regarding WoW. Things like the removal of atunements, introduction of LFD/LFR, hybrid taxes, Old Blizzard vs New Blizzard, and so on. Not to defend Blizzard for the sake of Blizzard, but to defend rational design decisions in their own contexts.

This shit, though? Holy Jesus. The individual components of the change are not necessarily bad on their own, but the roll-out and communication is absolutely tone-deaf and Blizzard deserves all the shit they (hopefully) get over it. “To discourage their purchase.” I just… I can’t even.

¹ I technically wrote this before the whole flying fiasco started to unravel.

A Flight Too Far

I wasn’t going to write two posts about the lack of flying in Draenor, but the flurry of interviews and blue posts regarding it has taken me by surprise. After some thought though, I have decided to enumerate my feelings on the matter as dispassionately as possible, to hopefully serve as a more useful vehicle for feedback. I am mainly doing this for Russ Peterson:

“If I had asked people what they wanted, they would have said faster horses.” or similar is often attributed to Henry Ford.
And the point of that statement is that there are often solutions to a problem that are not always a direct continuation of what you expect
So when you think about flying/not flying today, try to think about what you like or miss in specifics rather than the blanket feature
Like: I miss flying because I enjoy looking at the world from a high vantage point, or I don’t miss flying because the world feels dangerous
It helps us when you can give feedback about the feelings and emotion you have or don’t have, and how that affects your behavior.
Yelling at us and telling us we’re dumb for making a decision doesn’t help.
For example, it could be argued that the command table is a stronger tether to keeping you in the garrison than lack of flight.
Try to dig past the initial feeling and reaction and tell us why you feel the way you do. That’s the feedback that makes the game better.
I’m heading out early for the holiday weekend. Keep sending feedback. I will always read it.


1) Flying gives players agency.

When I am on a flying mount, I am in control of my character. I am interacting with the world on my own time, in my own manner, and at my own discretion. While I might not always be paying attention while flying around, the fact is something could attract my eye at any moment and change my plans. Maybe I see a rare spawn, maybe I see some resource nodes, maybe I see some players in need of assistance. Flying gives me power, and yes, convenience.

2) Flying exposes poor quest design, not create it.

In the interview with Ion Hazzikostas, he states the following:

Hazzikostas gives an example: Before flying was introduced to World of Warcraft, if you got a quest to rescue a prisoner from an enemy encampment, it would play out a certain way. Players would need to fight their way through the camp. After flying, players could just fly into the center of camp, land on top of the hut where the prisoner is, free him and fly out.

“It made the world feel in many ways much smaller,” he says.

In a world without flying, the quest Ion is using as an example is still bad. If all I have to do is click on the cage, that means there is no reason to interact with the rest of the enemy encampment. Which means I will go out of my way to not interact with it. Stealth past the mobs, run through on a ground mount and use one of the handful of combat-stopping items (Treessassin’s Guise, etc), and otherwise try not to have my time sunk fighting useless mobs that only drop vendor trash.

We can instead imagine an alternate quest in which you can only release the prisoner after killing X mobs. Perhaps one of the many guards is holding the key to the cage. Maybe the prisoner won’t be able to escape the encampment until you thin the enemy ranks. Or whatever. Adding just a single extra step completely obviates the concern about flying directly to the prisoner and flying away.

3) A world’s size is dictated by volume of content, not speed in which it’s traversed.

One of the points often raised in regards to flying is that it makes the world feel smaller. I could not possibly disagree more. There has not been a single location on Azeroth or beyond that I could fly across that felt small because I could traverse it quickly. In fact, the very argument implies that one can make a world bigger simply by reducing player speed by 50%. If it takes you twice as long to run across Goldshire, does that mean Goldshire is now twice as large? Of course not.

The size of any game world is a function of what you can do in it. Which is bigger: Dragonblight or Jade Forest? Take a moment and just feel your answer.

Now, look at this:

*Jeopardy music*

*Jeopardy music*

It could very well be that Jade Forest has more quests and square footage; I don’t know how big each is off-hand, although I’m tempted to say Dragonblight. But as I leveled my druid alt through Pandaria recently, I could not help but be struck by the feeling of enormity in Jade Forest despite having purchased the BoA flight book. After spending two hours questing and gathering, I realized that I was still in the bottom third of the map. That’s how you get a big world.

Empty space doesn’t make anything bigger. If you smash Silithus, Un’Goro Crater, and Tanaris together into one zone, you’ll have a big map, but still fall short of Jade Forest’s real size by 10 quests. Three entire zones.

4) Flight Paths, no matter how quick, break immersion.

I’m going to quote Ion again here:

“The world feels larger, feels more dangerous,” he says. “There’s more room for exploration, for secrets, for discovery and overall immersion in the world.

Two paragraphs later:

He also promises that Blizzard will continue working to improve its network of taxi flight paths in the game to prevent any major frustration from this change: “The goal is to maximize convenience in getting from point a to point [b] but retaining as much of the gameplay and depth as possible once you do get to that point.”

Faster, more numerous, and more direct Flight Paths seems to be the “compensation” for removing player flight, but it is a poor one. Do you know what I do the moment I click on a Flight Path? I Alt-Tab out of the game and go browse websites. Blizzard has to know how common a phenomenon this is, as they introduced a loading screen into WoW for players who Alt-Tab back into the game after their character finishes a taxi ride.

Immersion is about a consistent experience. For me, there isn’t anything that breaks me out of “the zone” more than a long, non-interactive loading screen from which I cannot escape. I mean, thank you for the Exit Taxi button, I guess, but there’s such a huge delay between seeing something interesting while on the FP and actually getting back there, that there’s no reason to bother. I will Alt-Tab out of even a 60-second flight because that is 60 seconds of me not actually getting to play the game.

I have no doubt there are players who get on their flying mounts and just auto-fly forward while AFK in the same way I do on Flight Paths. But again, immersion is about a consistent gaming experience. There is 100% immersion from me questing one moment, to flying back home the next. There is zero immersion while I browse while the game arbitrarily dictates how quickly I get to my destination.

5) Exploration is discouraged with lack of mobility.

Ion and others mention how flying diminishes exploration, but it is the exact opposite in my experience.

“While there was certainly convenience in being able to completely explore the world in three dimensions, that also came at the expense of gameplay like targeted exploration, like trying to figure out what’s in that cave on top of a hill and how do I get up there.”

There is a threshold to how inconvenient an activity can be and still feel rewarding to pursue. An example of this is Archaeology: I have all but abandoned trying to obtain Zin’rokh (troll sword) and the Ultramarine Qiraji Battle Tank (Tol’vir mount). When I look at my Archaeology map and I see dig sites scattered across continents and focused on races I am not even pursuing, I feel like giving up on the entire profession. If it were even slightly less insane an undertaking however, I would continue happily farming away.

In the example of “what’s in that cave at the top of the hill,” I have to ask a few questions. How do I even know there is a cave at the top of the hill? Does a quest send me up there? Is there a rare spawn? Does it contain anything of any relevance to a level-capped player (as leveling characters never traditionally have flight anyway)? I ask these questions because the world is riddled with empty set pieces and half-finished content. If I navigate my way to the top of the hill and the bottom of the cave and there is nothing there, I will be hugely disappointed and far less likely to risk my time in the future.

In fact, the majority of the time you are punished for exploring. When we talk about navigating up that hill, or any hill, there is typically only one path that’s intended. I can’t count the number of times I saw what appeared to be a shortcut or “hidden path” in Shadowmoon Valley that ended up being a decorative piece of impassible terrain. So now I get to take falling damage and walk clear around the base of the hill to find where the designers wanted to “target” my “exploration.”

These days, if a quest asks me to go to the top of any hill or down inside any cave, I skip that quest and move on.

6) The world has never been less dangerous, even without flying.

I honestly do not get what people are talking about when they suggest lack of flying “makes the world more dangerous.” The danger of the world is completely independent of your method of travel (unless you are a druid). What is going to kill you? Pulling too many mobs? Having a patrol run into you while fighting something else? Guess what, you are already on the ground. Unless your health was so low that the 1-2 hits you might receive after you escape on your ground mount would kill you, the danger is identical.

I suppose there is an increased risk from falling damage, but many classes have means of negating it with simply class abilities. Or the Goblin Gliders. Nevermind just hearthing out.

There has been some talk about how removing flying mounts encourages more world PvP. If it does, I haven’t seen it. Sure, you are stuck on the ground, surrounded by impassible 5-foot slopes and such. But so is the other faction. If someone wants to go around hunting for trouble, they literally have to hunt – being stuck on the ground limits your sight horizons. So in many scenarios, I feel like there is less world PvP simply because those who want to be engaging in it can’t find targets who might just be over the next ridge or behind that tree.

7) Flight is a tremendous reward for reaching endgame.

Has there ever been a bigger carrot than unlocking flying again at the endgame? I haven’t seen one.

The only thing I got at the end of Draenor was a Level 3 Garrison which, considering how useless many of my professions became, did not actually help me much in terms of increased buildings. I suppose there are raids and heroics dungeons and such, but I get instantly teleported to those so… yeah. Compared to fundamentally changing how I interact with the expansion’s world (i.e. flying), there isn’t a whole lot to look forward to for that last ding.

8) Flying mounts look terrible on the ground.

Some of the most rare, most prestigious mounts in the game look absolutely terrible on the ground. While I do not normally advocate for past achievements dictating future design, I think it’s worth acknowledging that people spent hundreds of hours farming, say, the Pandarian dragons, and are now stuck watching them writhe on the ground like a wounded snake. I have the Ashes of A’lar, and I pretty much will never get to use that mount again, as it looks dumb hovering over the ground.

9) The Water Strider Problem.

Indeed, for all intents and purposes, I only have one mount this expansion: the Azure Water Strider. The ability to traverse rivers, lakes, and oceans makes all other mounts (aside from the Crimson Water Strider) functionally useless. Why would I use the Raven Lord – a mount I finally got after five years of farming – when it would limit my mobility and ability to navigate terrain? Even flying mounts apparently sink like stones.

If we really are going to be glued to the surface from now on, you are going to have to address the Water Strider problem for the nine classes that can’t just ignore it. I unlocked that mount back in Mists on a lark, and it turned out to be one of the best decisions I ever made for this, and potentially all future expansions.

10) Suspicious of the future.

This last point is kinda out there, but just stick with me for a second.

I think it is pretty clear that Draenor wasn’t intended to be a permanent no-fly zone. I say this not only because of the various statements from Ion and other Blizzard designers – who made it clear that no flying was an experiment that “could go either way” – but out of the basic design of the world itself. For example, the vast tracks of empty, quest-less terrain throughout Shadowmoon Valley recall the design of similar future-flight zones like Dragonblight. The biggest clue however, comes from the fact that we can fly a little bit here and there with items like Aviana’s Feather and the Goblin Gliders. We would not have had that ability if Blizzard didn’t fully generate 3D terrain throughout Draenor.

So here’s my theory: Blizzard is removing flying to cut future production costs.

In a world without flying, or restricting flying to specific areas, Blizzard is free to replace large swaths of the map with 2D sprites and skyboxes. This is the exact reason why you still cannot fly in Silvermoon City: the city outside the narrow roads simply doesn’t exist. Stormwind had the same issue prior to Cataclysm, if you’ll recall, but they did spend the manpower to construct a fully 3D space. They had to, because otherwise every character with a flying mount would immediately see the seams of the gameworld.

On one hand, there’s nothing necessarily “bad” about this sort decision in of itself. If you can’t physically get to somewhere, there is no reason why you should be upset that it was a clever skybox instead of fully functional rendered terrain.

On the other hand, if true, it would make Blizzard disingenuous to the extreme. And, you know, this particular explanation (e.g. cut costs) makes more sense than the ones we have been presented thus far. Flying has been spun as this big “problem” that there needs to be a “solution” for, but where is the actual problem? When did it start occurring? Did anyone honestly think Northrend was “too small” because of flying? Was there anything more impressive than Icecrown Citadel in terms of set pieces seen from a flying mount? If Northrend was a no-fly zone, I guarantee that 95% of ICC would have been sprites.

World of Warcraft is the most successful MMO ever made and has maintained that title for over ten years now. Despite that fact, and the sheer volume of cash flow, Blizzard has never been able to release expansions faster. How long was the last raid tier in Pandaria active again? So Blizzard has every incentive to cut as many corners as they can to push content out the door faster. We have seen that time and time again in Draenor, and I suspect we’ll see more of it in future no-flight expansions.

If this is the real reason, I wish Blizzard would just come out and say it. Because if it is the case, we already lost the debate, and nothing we say matters; we are no longer debating design philosophy, we are debating dollars. And that is one argument players are never going to win.

No-Fly Zone

[Update: No flying ever, apparently. Remember when WoW had sane lead designers?]

Has the lack of flying in Warlords made the world feel larger?

Like a surprising number of people, I occasionally forget that there isn’t flying in Draenor. I have only really noticed the lack here recently due to two factors: leveling my druid (now level 89) and trying to do Archaeology on my main. And it was really the latter situation that reminded me of why I always say that to make a world feel larger, you simply put more things in it. This is opposed to the current design, where you simply make everyone move slower.

Does anyone actually feel like Draenor is bigger than, say, Pandaria? Or Northrend? I only recently activated my second WoW Token for this expansion, but I have long since ran out of reasons to care about the world. Questing is still in tightly-packed hubs, so the ground-mount limitation only means the time between quest pick-up and quest turn-in is longer, not any of my actual gameplay. Hitting up resource nodes is a massive pain, but Garrisons really cover that anyway. If for some reason I feel compelled to do the Apexis daily, they might as well have teleported me there, because I immediately Alt-Tab out of the game while on Flight Paths.

If anything, I would argue that the lack of flying has actually resulted in less gameplay, not more. As I mentioned before, I was trying to do some Archaeology on my main the other day and barely managed to get through two digsites before logging out in disgust. Archaeology is already a time-sink of incredible magnitude, but I’m not about to waste even more time traversing asinine landscapes specifically designed to thwart shortcuts/exploration. I can attack 30-foot tall Old Gods, but that intentionally annoying 5-foot slope is impassible.

Don’t even get me started on how being limited to ground mounts has driven me to exclusively use the Water Strider mount. When all other mounts are functionally identical except for two which allow you to bypass all water hazards, it becomes dumb to use anything else. I spent five years farming the Raven Lord mount, actually acquired it two weeks ago, and only ever use it inside my Garrison.

I can empathize with Blizzard’s desires here. They want a guided experience, and to know that a player will experience this particular vista at this time at this place. But it’s bullshit. You still get that by limiting flying to the level cap. If you want us with boots on the ground, how about giving us a reason to have boots on the ground? Like, I dunno, daily quests?

I feel like this entire expansion has been a long string of comical blunders achieving the exact opposite of stated goals. Remove flying to make the world feel bigger? The world isn’t bigger, there’s just more empty space inbetween points of interest. Nevermind how Blizzard “made the world bigger” but somehow ended up putting fewer things to do in it.

As I mentioned before, I just turned in my second WoW Token. Unless I really get sucked into PvP though, I can’t imagine myself turning in a third one. My prior plan was to stick around into 6.2 long enough to cash in on the whole Felblight deal and set myself up nicely gold-wise for the next expansion. Given how rapidly I am depleting my WoW Bucket List however, I’m not sure I’m going to make it.

Blizzard Facepalm: Dungeon Edition

While MMO-Champion has the summarized version of a recent Venture Beat interview with Ion Hazzikostas, I think it’s worth reading the whole thing for yourself. Because it’s only after reading the actual words, do you realize the utterly fascinating world the Blizzard devs must inhabit.

For example, this section was up near the beginning of the interview:

GamesBeat: Has anything about the content in the Warlords expansion disappointed you?

Hazzikostas: There are areas where we’ve seen slight declines, but we attribute that largely to a failure on our part to properly keep them incentivized and interesting.

I think [five-player] dungeons is a great example of a shortcoming there. We created a bunch of new dungeons for Warlords of Draenor, but we didn’t really give much reason to keep running them after the initial weeks or couple of months of the expansion.

In the past, you kept running Mists [of Pandaria] dungeons, which probably overstayed their welcome a little bit, but you kept running them for valor points [which you could exchange for gear] a year-plus into the expansion.

We felt that was a little silly to keep running the same content as you got stronger and stronger and stronger, still getting that reward, which is why we removed something like valor points. But I think we went too far.

Far be it for me to point out that “running the same content over and over” is, in fact, the cornerstone upon which all MMO content is built. In fact, it’s really the foundation of the majority of RPGs, or any game with experience points. Even in pure PvP sandboxes, someone is out there mining space/fantasy ore, someone is farming mobs for loot, and the gears of the game economy turn only from their Sisyphean labor.

And, of course, there’s nothing stopping Blizzard from, you know, releasing new dungeons throughout the expansion if they don’t want us running the same half-dozen. If they’re still gun-shy from the ZA/ZG fiasco, they shouldn’t be, as the solution is easy: scale all dungeon gear upwards. We know they have the technology.

I might be able to take Hazzikostas’ word here as a radical shift of Blizzard philosophy regarding repeatable content in general, especially given Warlords has cut back on daily quest hubs and reputation grinds. But then this happens:

GamesBeat: What features of patch 6.2 do you hope will improve the player experience?

Hazzikostas: We’re adding mythic [difficulty] dungeons that allow even players in a group with four of their friends to go through a harder version of some of our dungeons with a weekly lockout, almost like a mini-little five-man raid. It should be a fun experience. […]

It’s just getting that type of gameplay feeling relevant again. [Group dungeons are] one of the greatest strengths we have in the MMO genre, and it’s definitely a shame that there weren’t as many reasons as we would have liked to do them recently.

Let me emphasize this a bit stronger for you:

We felt that was a little silly to keep running the same content as you got stronger and stronger and stronger, still getting that reward, which is why we removed something like valor points.

Followed by:

[Group dungeons are] one of the greatest strengths we have in the MMO genre, and it’s definitely a shame that there weren’t as many reasons as we would have liked to do them recently.


I… I can’t even.

…guys. Out of all the developers in all of the world making all of the games, these people have the one with 7+ million subscribers. They think “hey, running dungeons for Valor points, something we introduced back in TBC and has been working ever since, is silly. How about we axe it for no mechanical reason and not replace the incentive with anything, and just see what happens?” I mean, not even with gold, which would have been an interesting dynamic. Would you run a daily random heroic for a bag with 150g inside? Maybe that would even be too much, but at least it would have been something.

But, nope, they took “one of the greatest strengths we have in the MMO genre” and removed all incentive for doing any of them, followed by a continued failure to introduce any new ones. The issue is not even a lack of incentive for 5-mans, the issue is they thought it was silly for you to do them over and over again, incentive or not. Who are these people, and why have they never played an MMO in their life before? Seriously, what did they imagine their audience would be doing every day? Not playing the game? Unsubscribing after they consume all the non-repeatable content in two weeks?

In which case, mission fucking accomplished.


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