At one point in time, I might have had an opinion or angle in talking about the pending (re?)release of WoW Classic. Something snarky about how damn near everyone is gravitating towards the classes that were actually functional back in the day – a tacit admission on how broken the design was back then – or general glee at the thought of rose-colored glasses being smashed with the brick of reality.
But you know what? You do you. Go have fun.
I didn’t have any fun three years ago, but I joined the WoW deathmarch in TBC, so maybe things would be different if… nah. What made WoW great for me was the time in which I played. Real life sucked, my IRL friends were scattered the four winds, and this virtual world offered the perfect escape vehicle to a kill an afternoon, a weekend, or entire years. I couldn’t tell you what else I was doing back in 2009, other than apparently uploading Naxx and Ulduar guild kill montages.
If you can log into Classic in 2019 and have the same fun you did more than a decade ago… well, I wish you the best. Much like Blizzard’s decision to actually go through with this release, I imagine that it will eventually be a Win-Win-Win for everyone. Whether it will keep veterans’ attention for years, or lead to nostalgic crashing and burning, or somewhere inbetween, at least the option exists.
That ain’t nothin’.
And so it begins.
To start with, let me just confirm that the process of pirating Blizzard’s IP by joining a private vanilla server is remarkably easy. I posted the instructions elsewhere, but the steps I followed were:
- Find website.
- Click the torrent link they helpfully provide.
- Wait for 5GB torrent to download.
- Create an account on a linked website in the meantime.
- Copy & Paste 1 line of text in the Realm.wtf file.
- Double-click the WoW icon.
That’s it. There isn’t even an “installation” of vanilla WoW; the torrent has the folders already unpacked for you. So when people were stating that private servers are easier than getting into retail WoW, they were correct.
All that set up, I was in.
I went with a human paladin because that seems to be the experience that most people can relate to. Plus, if I recall correctly from my TBC experience, the Dwarven starting area is even worse in terms of running around aimlessly. Maybe some other time. Probably not.
The general paladin experience was pretty much as bad as I remembered. You start with two buttons: Seal of Righteousness and Holy Light. Combat consists of casting Seal and auto-attacking. For around 12-28 seconds. Per mob. I’m not joking:
For the full vanilla experience, you should watch the entire video. It’s exactly like playing!
Aside from the Time-To-Kill metrics and general pants-on-head asinine class design, I was also struck by smaller design issues that were blasts from the past. For example, the first quest you get is to kill Kobold Vermin behind the church. The steady stream of new players/alts ensured a general sort of Kobold holocaust, but it wasn’t until about the third dead Kobold that I realized I was killing the wrong ones. There were, in fact, three different layers of Kobolds: Vermin, Workers, and Laborers. Not to be racist, but they kinda all looked the same.
The other issue was boomerang quests, which is perhaps one of the more annoying quest designs in gaming to me. Specifically, a quest giver asking you to go to an area to kill mobs, then asking you to go back to the same area again and killing mobs slightly further in, and so on. The “Christmas tree” effect (getting to a new quest area and seeing dozens of “?”s) is kind of the result of bypassing the boomerang, but it is a far preferable state of affairs, IMO.
Then again, there weren’t any Christmas trees in vanilla or a portion of TBC, as quest givers did not appear on the minimap unless you were ready to turn something in. Indeed, that was my first exposure to absurd design Luddittes – post after post in the TBC forums crying about how much the game is diminished by having quests show up in the minimap. But I digress.
Upon hitting level 3, I decided to travel over to the dreaded Defias Vineyard. This was WoW’s “The Butcher” experience, introducing millions of players to a hostile, uncaring universe of pain and suffering in the form of rapidly respawning, high aggro-radius having mobs. The Vineyard was as advertised: hostile and uncaring. Well… mostly.
(Video starting from 6:06 from the prior one.)
I was invited to a group by a warlock who was also hunting for Defias bandannas and we aggroed in tandem for quite some time. Having been a solo player for so long, I almost felt uncomfortable being “confined” to a group, as if we were sitting next to each other on a bus with plenty of empty seats. Anyway, he DoT’d the enemies up, and I uselessly auto-attacked and tried to keep aggro. There were always other people running around the area, being chased by their gray-tagged mobs and occasionally stealing our own. It made me think about MMOs like GW2 where anyone can help anyone at any time, and still get credit for kills and the like even if you just dealt one blow. There is more cooperation there, but less socialization.
Not that I and the warlock talked much anyway.
Turning in the bandanna quest unlocked two more quests that required going to the exact same area and, by consequence, killing the same mobs. Classic boomerang. One of the quest mobs was named, but I don’t believe he was marked as an Elite or anything. Still, three mobs at once is a bit tough to handle when it takes you 20 seconds of auto-attacking to bring down a single dude, so I started inviting everyone who showed up near the mob respawn. There were three of us, and two more sauntered in, not accepting my invite. They ended up stealing the tag right from under us, because of course they did. Three to four minutes later, we collected four heads from one body and I dinged level 5.
Total time played: 1 hour, 15 minutes.
For the sake of science and amusement, I went ahead and rolled another human paladin, this time via the F2P Starter account in retail WoW. The differences, as you might imagine, are quite stark:
Time-to-Kill is sometimes 0.0 seconds, with mobs dying in the press of Crusader Strike and simultaneous melee auto-attack. Crusader Strike’s cooldown is 4.5 seconds, so we can just say 0-4.5 seconds TTK. And do note that I did not have any heirlooms or anything of the sort – the Starter account is not associated with my actual (lapsed) account at all.
The Defias are gone from the Vineyard, which is now aflame and overrun by orcs. It still teaches new players about aggro mobs, but there is essentially zero danger when mobs die in 2-3 hits. There was a quest to kill a specific named orc ala X, but he too went down in a manner that makes you question the robustness of the Horde’s espionage program.
Experiencing this new paradigm for the first time in years, sans the heirlooms which I had hitherto believed caused it, I am willing to make some concessions.
Nils has described the vanilla way as giving players the time and opportunity to keep their mind busy without actually being busy. I think I can appreciate this sentiment now, but not quite for the same reason as he. When it takes 20+ seconds to kill a mob, you are pretty much forced to “settle in” to an area. It will, after all, be where you will be questing for the next 10+ minutes. There is ample time to smell the roses, as you conspicuously not press buttons.
Conversely, when you are all but one-shotting mobs in retail, you are on the fast track. Move to blue area, kill 10 mobs, run back. Your focus is on the UI rather than the screen because that’s all you have time for. Pushing buttons is still always better than not pushing buttons, in my opinion, but you can’t exactly just stretch out the TTK numbers and insert button presses in all the empty beats. Which, now that I think about it, might be why I didn’t exactly enjoy the FF14 or Wildstar gameplay experience.
In any case, I hit level 5 with 15 minutes /played.
The funny/sad thing is that the speed is both too fast and not fast enough. If leveling is easy because the designers want more people to be in the current expansion endgame, well… put people in the current expansion endgame. The first couple of zones in every expansion are more or less tutorial zones for returning players already, so it should accommodate re-rollers just fine. Conversely, if the leveling still exists as some kind of nod to new WoW players or nostalgia junkies, it’s much too fast to satisfy anyone.
This split baby needs thrown out with the bathwater.
The challenge continues. I have little to no interest actually hitting 60 in vanilla, especially given the number of hours it supposedly takes, but I will play for a while longer. My next goal is to unlock the talent system, which traditionally started at 10, I believe. Can’t wait to start unlocking +2% damage for the next dozen levels thereafter.
One of the perennial WoW criticisms from certain sectors was that Wrath started strangling the goose that laid the golden eggs. “WoW grew in vanilla and TBC, stalled out in Wrath, then declined thereafter. Clearly New Blizzard with its LFD, welfare badges, etc, was at fault.” We already know the New Blizzard dichotomy is fiction, at least in terms of Wrath itself, but a recent debate with SynCaine resulted in an unexpected discovery:
Wrath gained more subs on average than during vanilla, and was on par with TBC.
Technically, this is all supposition. But just follow me for a bit. First, here is one of my older WoW graphs that I augmented from MMOData (RIP):
From that, we can clearly see the plateau into Wrath. The missing puzzle piece though, is something I brought up before in a different context: churn. Churn is the natural loss of players for a myriad of reasons. Perhaps they no longer have time. Perhaps they lost their job. Perhaps they died. It doesn’t particularly matter why they left, they just do. Consistently. To the tune of roughly 5% per month for MMOs. Here are two quotes:
“Even a good game churns 5 percent of its users out every month,” says Gaffney. “That means every 20 months you’ve churned out your whole user base.” If you have one friend who still plays an MMO, that means you might have 10 friends who used to play that MMO.
In a new analyst note, Mike Hickey from Janco Partners has been examining Blizzard’s World Of Warcraft success in light of the Activision/Blizzard merger, suggesting average monthly WoW revenue in “the low teens” per user, and a churn rate as low as 4-5% per month.
That second quote is in reference to WoW circa 2007, for the record.
So now let’s go back and look at that graph with an understanding that 5% of the population leaves every month. For ease, let’s just look at WoW West, which includes the US and European subs. It remains steady at around 5.125 million from 2009-2010. Assuming a 5% churn rate, that means 256,250 new subs had to be gained every month (on average) just to keep steady.
Now, let’s look at… well, any other year. 2005-2006, when the WoW phenomenon took off? WoW went from 500k to 2.5 million subs in the West, meaning that it had to maintain the 500k it already had and gain a total of 2 million more. 500k * 0.05 + 2m / 12 = 191,667 subs per month. In other words, vanilla gained new subs at a 25% slower rate that year than Wrath.
The next year (2006-2007) was 2.5m * 0.05 + 1m / 12 = 208,334. Again, almost 20% less.
It is not until the 2007-2008 release of TBC that we see Wrath being overtaken: 3.5m * 0.05 + 1m / 12 = 258,334. The difference there is… 2,084, or 0.8%. Basically a rounding error. The last year of TBC is a bit sketchy depending on how you want to interpret that final tick on the graph. If it’s 4.9 million, then TBC gained the same 2,084 number more. If it’s any less, Wrath wins.
If you want to follow the global population line instead, the figures come out as follows:
- 2005-2006 = +537,500
- 2006-2007 = +477,084
- 2007-2008 = +562,500
- 2008-2009 = +625,000
- 2009-2010 = +575,000 (<—Wrath)
If you want to look at an MMO-Champion graph instead, here you go:
The graph is less helpful numbers-wise, but it shows the sub consistency throughout Wrath.
Now it’s entirely possible there is a better way to mathematically model this information. Hell, I may even have made a calculation error somewhere. If so, feel free to correct me. But it’s a simple fact that if WoW had a 5% churn rate through Wrath, then a “plateau” really means 575k-600k new subs a month worldwide were gained to replace them. It’s not a small amount. And it gets even bigger if we start thinking about 6% churn or more. You know, because the expansion was so bad.
So whatever you want to say about Wrath, go ahead. Fact remains it got more new players per month than vanilla.
With all the talk about private vanilla servers and the ease in which they are logged onto, I had an idea for some gonzo journalism. “I’ll join one and document my experiences!” Then I remembered something: a whole lot of the vanilla (and TBC) experience was utter garbage. Take paladins, for example. Just… the entire class.
SynCaine doesn’t see this as a possible problem:
I know you didn’t play WoW in vanilla, but do you honestly think some minor class issues (you are talking to someone who did the plaguelands rep grind using a raid spec tank) would have that big an impact on what is overall far superior content and design?
Uh… yes? The paladin experience was unremitting garbage on into TBC when I started, and by all accounts vanilla was worse. But, hey, that is clearly not going to impact the amazing 2004 design. Despite, you know, having to interact with everything through the prism of said garbage class design and moment-to-moment gameplay.
Amusingly, what we know from Nostalrius is that almost 25% of all characters on their two servers were Warriors. The Warrior/Rogue/Mage trifecta was nearly half. Three guesses as to which classes were on top back in the day.
But why speculate on these vanilla issues when we can pontificate? Put your money time where your mouth is, and roll a paladin on a private server now! Or a druid. Or a shaman. And don’t heal in dungeons or at the endgame. Nobody cares what sort of nonsense you put up with in 2004, what matters is the nonsense you are willing to put up with (and potentially pay $15/month for) today.
I’m thinking about doing so myself, despite my New Year’s resolution, and despite the fact that we all know what is going to happen. It will be awful because it is objectively awful if you are not zen meditating inbetween mob pulls. Vanilla was probably popular back in the day because it was the least painful entry into a nascent, virtual world filled with co-dependency mechanics to ensure you made internet friends. Which was great if you needed some, but I’m full up these days, thanks.
You know what, though? Fuck it. Let’s wreck this train.
In a surprisingly hot-topic twist, the internet was awash in reactions last week to Blizzard shutting down a vanilla private server. While the bloggers had the right idea, various random commenters had a much different reaction. The mental gymnastics are on point:
I don’t think you quite understand how this works. nothing is being stolen, absolutely nothing. Vanilla WoW cannot be purchased or played anymore.
here’s another scenario for you. lets say for instance you want to play one of the old Battlefield games like 1942 or Battlefield 2. you can’t though. you know why you can’t? the Gamespy servers got shut down. so if you wanted to play one of those games online how would you do it? well you could organize a LAN party but you’d need atleast 16 people with 16 gaming PCs all in the same place but good luck trying to make that happen.
the other way to do it would be to find a dedicated group of fans that are modders. they reverse engineer the code, they write new code that allows anybody to host servers for the game in question. put that code out on the internet as a mod. then people start hosting servers for this 14 year old game. EA loses nothing in this process because they aren’t supporting the game anyway.
this is what this group was doing with WoW. Activision wasn’t losing anything by these people playing Vanilla WoW.
I mean, let’s be real here. Blizzard/EA/whoever owns the IP, and gets final legal say with how it is utilized. That’s what copyright means. If they want to sit on an unsupported franchise and let it rot, that is their right. You can make some sort of moral “abandonware” or “historical preservation” argument, but again, the law is pretty clear here. Whether or not Blizzard is losing anything by letting others pirate their material is besides the point.
Now, if you’re fine with being a pirate, that’s all right with me.
The owners/employees of Nostalrius had an AMA on Reddit earlier, and they described the costs involved with running the server: $500-$1000/month for server/bandwidth costs. For ~150,000 active accounts (defined by at least one log-in event in the last 10 days). Which really confirms how and why there are so many zombie MMOs still shambling about, i.e. it’s apparently super cheap to run. You know, minus the employee wages, of which none were paid in this scenario, even though they apparently committed 20-30 hours a week on top of their day jobs.
It is debatable how much money Blizzard is “leaving on the table” in this scenario though. 150,000 active users on a private WoW server is larger than most actual MMOs on the market currently. Crucially, however, these were all F2P users – how many would convert to $15/month customers is a matter of debate. If 10% converted, that’d still be roughly a quarter million a month. That’s enough to pay 44 people’s $60k salaries per year with some left over. Assuming that they even needed 44 full-time people to shepherd over legacy code.
The problem is opportunity cost. And marketing/messaging. Blizzard could probably make money off of legacy servers… but would it be more money than they could by spending that human capital elsewhere? As someone with less than zero interest in vanilla WoW, I know that I would prefer those 44 full-time people doing something more useful, like staunching the +150k subscriber bleeding every quarter from WoW Prime. When was the last time new content was released again?
Releasing and maintaining legacy servers would be the equivalent of Blizzard rooting around in the couch for spare change while the house burns down around them. Which it is.
From a technical perspective, the Mists of Pandaria trailer was good. I even laughed when the human handed the orc the spear. But like Rohan, I was left confused as to its purpose. The Pandaren are not a third faction, and all the Pandaren that would be joining the Alliance or Horde are obviously not fighting for “harmony.” I am already sold on the idea of the expansion and the lack of a unifying, spotlight villain. But this trailer… does not excite me in any way.
Just take a few minutes and watch the original WoW trailer again:
I have not watched that in 3+ years and I still got chills from it. Same with the TBC trailer, especially with the WotLK cinematic, and… well, it is still kinda cool how the Cataclysm trailer presented the whole “welding plates on a dragon” thing, even though I cared not for Deathwing himself.
I dunno. As mentioned before, I have nothing against pandas, Pet Combat systems, or anything that comes across as overtly “childish.” I mean, c’mon: gnomes.
But I am also acutely aware that MoP is going to be fighting an image battle for its entire duration, regardless of the merits of the actual game itself. And more to the point, people playing MoP are going to be the ones fighting that image battle alone, if this cinematic trailer is any indication. This expansion is going to be filled with bloody, Horde vs Alliance massacres and betrayals, and Blizzard reinforces the stereotypes at the tips of everyone’s tongues the moment they hear the words “panda” and “monk.”
This is either going to be a long two years, or a short one.