A Bad Good Idea
Or would this be a good bad idea? You be the judge (emphasis added):
[…] Finally, we’re also going to have players be able to queue against other players [in Pet Battles]. But one of the important values for us with the queuing system is that we keep this very light and very casual. And as a result of that, we are doing everything that we possibly can to eliminate the shame of defeat. One of the things that really keeps a lot of players out of PvP types of activities is feeling bad about when they lose. ‘Cause ultimately, that’s really what drives a lot of people out of it. So we’re trying to do everything that we can to make sure that you do not feel bad about losing this.
We’re doing that in a number of different ways. For one, when you’re fighting an opponent in a match made battle, you’ll have no clue who they are, and they’ll have no clue who you are. So you’re playing this cross-server against who knows who. You won’t see their character name. You won’t be able to talk to them. They won’t be able to talk to you. So there won’t be any trash talking going on as they stomp your face in or whatever. Or you won’t be able to trash talk as you stomp their face in. It will feel a lot more like just some relatively intelligent AI then it would a normal kind of PvP ingame. In addition, not only will you not know who they are or not be able to communicate, but we also aren’t going to tabulate a running number of losses that you had. We’ll keep track of how many wins you had in your own statistics page, so you can always look at that out of curiosity. But the game is not going to record how many times you’ve lost. Again, we are really trying to eliminate all the sort of negative emotions that go along with PvP. So, that sums it up for the pet battles.
I know there are going to be people going into an apoplectic shock after reading this.
Something that should qualify as good good idea:
Could the gear scaling that is being added for challenge mode dungeons be applied in a similar manner for older content, allowing players to go back and play through old dungeons with an appropriately powerful character?
It’s like someone is reading our minds. That’s something that could 100% work for that. What we are starting with for challenge modes is the concept of doing it with the shipping dungeons for Mists of Pandaria. Then we’re going to watch it, see how it plays out and see how things go. Then the idea is if that goes well, we totally want to backdate that to some of our older dungeons. I mean, obviously it will probably be in thing like Scholomance, because that’s coming as new dungeon. But if it works out well, there’s no reason we couldn’t backport that to older dungeons. That could end up being in any of the more classic dungeons that players really like. That’s the kind of tech that we develop at the beginning to know that it could work in other places. Gear scaling that is something that could also work in a scenario if we really wanted to because it’s an instance. We could decide that we could build a scenario for say level 35, it takes place in say Southern Barrens, but then you could also play that scenario at level 90 because we could scale your gear. So in that way we could make content that works for the level up, but also for the max level. So there’s a lot of options of being able with being able to scale gear on players that we can use.
Yes, other games did it years ago. Yes, Guild Wars 2 will be doing it this summer. But just imagine: all the people who loved TBC could (potentially) go back play that content at its intended difficulty! Assuming you could find 24 other people willing to do so, of course.