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Legendaried

As you may or may not have seen on MMO-Champ, there was an interview with J. Allen Brack, Lead Producer of World of Warcraft, in which he dropped a Legendary bomb:

Brack: There’s one more piece which is an announcement that we’re releasing a rogue legendary weapon. Specific for rogues, so it will be a dagger. There will be some sort of quest, traditionally we’ve done these quests that players need to participate in order to create the legendary weapon in this case we’ll be focusing on rogues that will try to make that happen. […]

We haven’t decided on the name and how it’s going to work, we just know that we really want a legendary weapon to come out of this tier and we really want it to be a rogue dagger. That’s really all we know at this point. As time goes on we get a lot more lore, a lot more story, an “in” to the creation of all the legendary weapons. We really did a lot with the legendary axe that you got out of Lich King and then we’ve had other legendaries with the Cataclysm tiers that have had these storylines, we’re hoping this one’s going to be the most exciting, the most epic legendary quest line.

what is this I don’t even

Where do I start?

  • Did no one in the design meeting raise their hand and question how “the most exciting, most epic legendary quest line” can even happen if you don’t have the least-played class in WoW in your raid team? Hey, Brack, you know that cool quest line you did for Shadowmourne? People saw and participated in that because THREE HUGELY POPULAR CLASSES were capable of taking it. Same deal Dragonswrath, same deal with Val’anyr, same deal with every single crafted legendary¹.
  • At what point was it decided that legendary weapon quests were good uses of design time while class quests were not? Is the idea that legendary quests are like class quests that only a handful of classes even have access to?
  • Legendary quest lines never really made any sense to me in an MMO setting to begin with. Is the collection of fragments of an ancient weapon cool? Yes. Is infusing them with the souls of your fallen foes awesome? Yes. Is a quest line that takes dozens of people weeks to accomplish epic? Yes! Er… unless you aren’t the guy getting the legendary. Don’t get me wrong, it feels great being part of something bigger than yourself. Problem is that an item to just one person is NOT something bigger than yourself. Legendaries in WoW, aside from one brief flirt with sanity in TBC, are designed for RPGs, not MMORPGs. If it has “worked” in vanilla and Wrath and Cataclysm thus far, it is working in spite of the terrible design.

I get that it was forewarned (in the tank Q&A of all places) that the 4.3 legendary “will have much more narrow appeal.” But… really? Remember the blue post back in June that speculated about why rogues are the least-played class? I am almost wondering if this legendary dagger is a cynical attempt at rectifying that discrepancy.

¹ Meaning more than one class could use it, not that all of them had 3 popular classes or whatever.

Saturation

There is a fascinating quote from WoW’s Tom Chilton in this IGN interview that, I believe, conclusively discredits the notion that Wrath of the Lich King (or really any expansion) was somehow responsible for the stagnation and peaking of subscriptions:

Moving forward beyond 4.3, Chilton explained the focus of the development team. “I would say that the majority of our mindshare as a team goes toward our existing player base. How do we keep them entertained and how do we keep them enjoying World of Warcraft? I don’t know if that’s necessarily the right approach as time keeps going on. If you look at, if you look at the way the population breaks down, we’re at a point in our history where there are more people that played World of Warcraft but no longer play World of Warcraft than currently play World of Warcraft. That was totally not true four or five years ago, and so in a way the demographic of the potential returning player becomes more and more important over time.”

On the one hand, some might argue that this phenomenon is not particularly noteworthy at all. If a MMO sells 100 copies and two months later only 49 are still subscribed, then more players have played that MMO and stopped than continue to play it – that does not means that there could not be another 100 potential customers who might not have known about the MMO.

The difference with WoW, of course, is one of magnitude. Depending on when Chilton looked at the population breakdown, that means WoW could have had in the neighborhood of ~24 million players overall. How much bigger can we imagine the market for a fantasy-based Warcraft IP MMO be? While we can only speculate, I think it is reasonable to assume based on Chilton’s response that the market is saturated to the point that Blizzard’s time is better spent recapturing lapsed players than it is marketing new ones. Surely they have done the market research, and if we accept them as rational businessmen, then this interview (and their actions) confirm the hypothesis of market saturation. In which case, as I argued several months ago, raid/reward philosophy shifts in Wrath of the Lich King (and Cataclysm) likely had little to nothing to do with slower subscription growth.

Beyond that, what is similarly fascinating about that interview is the very next paragraph:

“I don’t think we’ll ever be able to stop feeding the beast,” said Chilton. “It’s kind of what we call trying to keep the players entertained, you know the guys bored right now and you know what are they going to do next month? But I think that for us to continue to be successful we have to think more and more about the new players that are coming into the game now and the potential returning players. What are we doing to the game that lowers those barriers to entry?”

I suppose it could be read multiple ways, but I got the impression that going forward Blizzard’s design will be less centered on keeping existing players happy and more on enticing back former players. Obviously, things like tier sets on vendors and more accessible raids make hardcore players unhappy, but this seems a confirmation that – in true triage form – the designers would rather make you (an existing customer) unhappy if they could potentially lure back two former customers. The ideal would be that they could both make you happy and former players happy simultaneously, of course. That said, this is the first time I have come across so candid a game designer.

As a former player myself, it will be interesting to see how this shakes out.

WarcraftEcon Interview

The 500k milestone interview is now up at WarcraftEcon.

If you read my 500k post two weeks ago, you will basically already know what is inside, gold-wise. It does have some more personal tidbits, however, including two mini-rant-esque paragraphs that I have hitherto keep out of this space, vis-a-vis the terrible design of Glyphs and my opinion on selling gold guides:

Why did you choose to collect this amount of gold?

My ultimate goal was to hit this level of gold without relying on selling Glyphs, to demonstrate that the worst piece of game design Blizzard has ever released was not necessary to generate wealth. Fundamentally, turning herbs into Glyphs should not be any different than turning herbs into flasks, but I abhor the way Glyphs ended up playing out. Instead of accessibility, here is a profession that discourages competition, encourages collusion, and has a ridiculous add-on requirements before you can even hope to get started. When the “right way” to run a profession is to have three guild banks and process thousands of canceled mail a day, you know it should be time to go back to the white board. […]

How did you learn to do it? Anyone or resource you would like to thank?

I was more or less self-taught by experimentation, back in the TBC days when it seemed like no one really knew what they were doing. I would like to thank the members of my guild, Invictus, for putting up with all the unsolicited, in-game financial advice over the years. Also a shout out to all the gold bloggers selling gold guides for giving me the incentive to try and undermine their business by running a free blog without any advertisements of any kind. It may not be working out that way, but it is the thought that counts.

Regarding the latter, 5+ months into this process I can begin to see the appeal. I remember a post by a blogger a month or two ago talking about they get somewhere around $120/month from ads, “not enough to live on,” but that is basically my car payment, so… wow. Then again, once you start down that road the motivations change, not to mention websites become an unreadable mess without AdBlock running. I checked out JMTC on a particularly slow day from work and could hardly even see the post below a 128×128 pixel ad from IRL gold sellers (height of irony, eh?).

In any case, new viewer or old, welcome to Player Vs Auction House. I post once or twice a week, usually close to midnight EST as I work second shift and enjoy playing WoW for a bit when I get home. Bookmark or blogroll, I hope to see you around.