Posted by Azuriel
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!
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.