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Not Garrisons
One of the recurring themes across various forums concerning WoW’s shocking 2.9 million sub loss is “Garrisons did it.”
Garrisons offer too much convenience. So much that Draenor went from populated to empty in a few short months. Nerf garrisons. (+239)
On the surface level, it’s easy to agree. Everything in this expansion pivots around the Garrison, from the 2nd Hearthstone to its more centralized location, to the mission system, and beyond. And as many people have pointed out, Blizzard went from being worried about player housing siphoning people from the capital cities and sequestering them into instances to… encouraging players to stay in their instanced Garrisons. Why leave? There are no daily quest hubs or relevant reputation factions to farm, and grounded travel limits your vision to the immediate horizon.
But then Grumpy Elf made me realize what was actually missing:
5) Valor / Justice:
This is the biggest, single most missed thing in the game right now. So much is connected to it that I imagine that you do not even realize it. Valor was a carrot, one we kept chasing each and every week. It was a motivator, something this game is lacking at the moment.
For any game of this type the key to success is to keep up running the wheel and points did that. Be it valor to get the weekly cap or justice when you wanted to convert it to honor or buy heirlooms. Collecting points was a good motivator. It gave content repeatability. At the moment you can hit 100 and really have absolutely no reason to do dungeons except to start the ring quest line but with valor, and associated valor gear, for a fresh dinged character it would once again be worth doing them, ring or not.
What’s the first thing you think about, in terms of casual content in MMOs? Raids? World PvP?
Or, you know, dungeons?
Grumpy Elf is absolutely correct here in pointing out that dungeons in this expansion are a joke. Why would you ever run them? You can bypass the gear check for LFR with crafted gear and questing, the former of which you can craft with… wait for it… Garrisons. And that’s what is going on: Garrisons replaced Dungeons. Where do you get raid-level gear this expansion, without having to raid? From your Garrison. Where did you get raid-level gear without raiding in every other expansion thus far? Dungeons. QED.
I can even see where Blizzard might have thought they were doing casuals a favor. Casual players are most likely DPS who were stuck with 40+ minute queues to do the one activity that allowed them character progression at the level cap. LFR certainly gave them a bigger target to aim for, but that’s only once a week. Dungeons were every day. The current system is also really good for alts, as who has time for multiple 40+ minute queues, right?
Well… it was a bridge too far.
The other possibility, which is really more alarming, is simply the lack of content, period:
- No new races
- No new classes
- No new battlegrounds
- No new capital cities
- No new profession
- Remaining professions gutted
- Farahlon cut
- Tannan pushed back to 6.2
- BRF pushed back from launch
- Ashran is a complete failure
- No daily hubs
- No reputation factions to work for rewards
- Only five new leveling zones (Shadowmoon and Frostfire are basically faction specific)
The original post is too large to quote in its entirety here, but “TiredOfYourShit21” makes an unassailable argument that WoD quite literally has less content than any other expansion ever released. And this time Blizzard doesn’t even have the moral excuse of Cataclysm, where people kinda forgot about the all the new 1-60 content when doing their calculations. For Warlords, expansion price went up, content went down. Maybe, maybe you can argue that the new character models represented a lot of “effort capital” that would have otherwise gone into the game elsewhere. But the truth is more likely that all that effort went into the Garrison instead of dungeons or anything else.
I dunno. I’m still playing for now, but it’s definitely more in the sense of completing a Bucket List than anything else.
WoW Down 2.9 Million Subs
In news both kinda expected and yet still rather shocking, WoW is down 2.9 million subscriptions from last quarter.
At a certain point, the sheer magnitude of the change makes commentary moot. You don’t lose nearly three million people because of Garrisons. Or screwing up professions. Or having easy-mode raids. Or hard raids. Or whatever. And as I mentioned when we first heard about the 10 million sub surprise, the numbers are too big to ascribe to the expected MMO Tourism/Locust Effect either. I mean, yeah, the numbers jumped to 10 million and then back down, so people went somewhere. But unless we’re willing to state three times as many wished to tour Draenor than Pandaria, it had to be a confluence of all sorts of things.
Whatever those things are, it’s clear that it isn’t enough to last a full quarter.
There is no transcript of the call as I write this, but I went ahead and listened to the whole 42 minutes of PR bullshit anyway. No real juicy tidbits were found… unless you consider Guitar Hero on your phone to be juicy. The whole WoW Token thing was mentioned only in passing, which makes sense considering any of its effects won’t appear until Q2. Oh, and I suppose there was this bit about Hearthstone (PDF):
Still doesn’t clear anything up in terms of the money part of Hearthstone’s success, but I suppose another data point is another data point.
Reckless Iteration
I was reading the 6.2 PTR patch notes for WoW the other day, and I was thinking to myself “hey, these are really good changes.” Like, really good. But after thinking about them for a little bit, I realized that they were so good because the mechanics they were changing were so bad. Like, really bad. Here are two of the items I’m talking about:
- Players can no longer queue for Ashran while in a raid and are now automatically placed into a raid after entering.
- Crafting the new upgrade items requires Felblight, a new reagent that can be obtained from Fishing, Herbalism, Mining, or Skinning in Tanaan Jungle.
I zoned into Ashran one day last week, and the experience was almost awful enough for me to stop playing altogether. Honestly, Ashran is just another failed iteration in pseudo-world PvP in a long list of them, but somehow the Blizzard devs made it worse.
Look at that first patch note. What happens right now when you zone into Ashran is: nothing. You grab some of the quests and then you storm out. But because you aren’t in a raid with everyone else, that means you get no buffs, no shared kill credit, no passive gains at all. While the LFG function can be used to find groups within Ashran, the only ones available when I zoned in were either farming specific races (for achievements, etc), or had some gear requirement, or were full. Which is fine on its own, go form your specialized groups, but we’ve had auto-raids for Wintergrasp and Tol Barad and it boggles my mind that this is just now being implemented.
On the other hand, I am not entirely sure how much this would actually help entice me back to Ashran. The “combat” is a one frame-per-second shitshow of lag and AoE spam where everyone charges up the middle lane. I guess there are events off the main lane sometimes? All I know is that if you aren’t a ranged class or a DK with Deathgrip, you are a waste of space and will die instantly the moment more than one person can tab-target you out of the crowd. Retribution paladin? GTFO. Compare that to Wintergrasp or Tol Barad, where even the worst-geared, worst-class player could make a difference in the battle’s outcome.
The second patch item listed above is what really drove things home though. For those that might not know, the hitherto endgame upgrade material was Savage Blood. For the crafted items in Warlords, there are four levels of upgrades, which can bring a level 91 2H Axe from already-beyond-heroic-dungeons power to current-raid power. The only realistic way to get Savage Blood? A level 3 Barn in your Garrison. It didn’t really matter what your professions were or where you farmed or anything at all to do with anything: you needed a Barn.
Which is precisely why the change highlights the absurdity of the current system. Blizzard all but killed every gathering profession this entire expansion. Every character has access to a Mine and Herb garden no matter what their professions were, and generally these resources were enough to fuel your required daily cooldowns. Which were largely the only reason you actually needed things like ore and such, since every profession was gated behind daily cooldown items. If I were to be optimal about things, I would have dropped at least one profession from every Warlords-level toon and made them Enchanters, strictly to sell their daily material (one of the few non-BoP versions).
Iteration is one of the cornerstones of game design, I know. But I can’t help but feel like Blizzard sometimes gets away with outrageous bullshit that would bankrupt any other MMO. Completely removing profession bonuses, followed up by rendering most professions functionally useless, on top of limiting how many pieces of crafted gear can be equipped? Then, a year later, saying “lol jk, I hope you didn’t drop Mining/Herbalism on every toon”? Just imagine something like that happening in Guild Wars 2 or WildStar or whatever.
I’m glad they are fixing terrible, broken game design. But who approved this shit in the first place? You already knew what worked three expansions ago!
Having read all these changes in the pipeline, I’m in a weird place now. Not just with the above, but there are also notes in there about how the mat cost of the crafted gear is being lowered, and the mat generation being increased. I have a bunch of alts that would be more than happy getting ilevel 640 gear the moment they ding 91. So… what? Do I go ahead and craft these items for them with the mats I have now, or wait until 6.2? Obviously if I’m going to keep playing WoW between now and then, it makes sense to craft them. On the other hand, I don’t have to keep playing. It’s not like I don’t got other shit to do. I feel like I’m in that Enthusiasm Tax trap of being better off if I enjoyed playing a game less.
Then again, that’s pretty much always been the case with WoW. And yet, here we are. Again.
How the fuck do they do it?
What WoW Economy?
It has been about 20 days since I’ve been mainlining WoW again, and I have yet to get a handle on economy. Not that I anticipated being some AH genius within a week or two, but I don’t even seen the contours of this beast. And I am beginning to doubt they exist.
Way back in the glory days of Wrath, there was the Saronite Shuffle. This was when you could take a stack of Saronite Ore and – through brilliant AH scheming and a stable full of max-profession alts – turn those 20 pieces of ore into damn near anything. The Shuffle was a cornerstone of my gold gains through Wrath, Cataclysm, and even when I came back to Mists.
In looking back at posts like this, I damn near had to wipe a tear for the nostalgia:
Right now, for example, I buy Ghost Iron Ore at 4g apiece (and below). This ore ends up being:
- Smelted into Ghost Iron Bars –> Transmuted into Trillium Bars –> Transmuted into Living Steel
- Prospected –> Rare gems cut for >60g minimum
- Prospected –> Uncommon gems turned into necks/rings –> Rare necks/rings procs sold for 300g, uncommon necks/rings Disenchanted for Dust
- Disenchanted Dust –> Enchanting scrolls and/or sold for mats
Near as I can tell, the Shuffle is dead in Warlords. At least, if it once existed, prices have warped so much since then as to make it unprofitable.
What’s worse, Blizzard made a number of changes in Warlords that, in retrospect, were probably rooted in heading off PR problems with the eventual WoW Token rollout. For example, players are limited to wearing three (3) crafted pieces of Warlords gear. You know, despite there being enough patterns to completely outfit someone. Why do that? So that someone couldn’t drop $400 in WoW Tokens and be decked out in ilevel 675+ gear at level 91. Unfortunately, that makes the likelihood of someone buying your crafted bracers or whatever pretty remote, unless said person already has better gear in other slots. The sanest path would be to upgrade the most impactful slots such as weapons and the like.
Compounding this issue is the way Blizzard is handling professions in general this expansion. Profession bonuses are gone, which is… understandable in a way. When raiders are willing to spend hours farming mats for a +20 stat boost, having professions grant many orders of magnitude better buffs forced people to make unfortunate decisions in which professions to pick. This also meant opening up profession-specific toys to the general public as well, a direct nerf to Engineering. Then the Stat Squish (and a desire to have raid drops be useful immediately) turned gem slots into extra-rare occurrences, a direct nerf to Jewelcrafting. I don’t even want to get into the problem with opening profession buildings up in Garrisons did to everything else.
The bottom line is I have no idea what’s going on in the WoW economy anymore. I was looking to see if there was a point in doing my Alchemy daily cooldown on Azuriel, and saw this today:
Let me save you the math: the higher-level Strength flask sells not only less than the mats (18g vs 33g), it’s selling for less than the lower-level flask. I had already long-since dropped my Alchemy Shack for a Salvage Yard, but this is making me want to drop Alchemy altogether. Remember those Alchemy bonuses that have been in-game since Burning Crusade? Don’t work for Draenor goods. This is just a class-A market failure. Why is the Alchemy cooldown item tradable whereas nearly all the others are BoP? Because fuck you, that’s why.
Near as I can tell, we are living in the age of The Drop Economy. In other words, you don’t make gold from crafting or shuffling, you make gold from farming drops and selling that to people who don’t want to farm. I have little doubt there are some arbitrage opportunities – the Garrison AH robot parts seem to be going for insane prices considering you can just AH on an alt – but most gold seems generated from one’s Garrison. Which… isn’t unworkable, it’s just unfathomably less interesting to me.
The Shuffle was engaging. It rewarded outside game research, learning in-game mechanics, leveling multiple profession toons, and kept the gears of the economy moving. What we have now? Farming raids and vendoring all the things? I would almost rather farm ore. If, you know, there was actually any gold in doing that. And to an extent, the problem no longer exists under the WoW Token paradigm. Spending $20 on 23,000g is a bad deal IMO. At the same time, I’d prefer not spending hours soloing old raids each week.
I have made around 15,000g so far this expansion. Want to know how? Selling Living Steel and Arcanite Bars. I shit you not. And I will continue doing so until I run out of old-world supplies, grow bored with the current AH nonsense, and “unsubscribe.” I love what Blizzard has done with the Garrison generally, but everything outside of it? I’m missing goddamn Cataclysm over here.
If I have missed anything big out of the above picture, let me know. Otherwise this is just depressing.
Time Management
So… I may have more or less played WoW constantly this past weekend week.
While I’m sure that I will, like everyone else, grow bored with the feature eventually, I want it on the record (a year late) that what Blizzard did with the Garrison is just shy of amazing. For players like me, anyway.
See, I had every intention of abandoning my Paladin and making my (sigh) level 89 Rogue my new main. Before doing so though, I wanted to get my Garrison decently situated with a few level 2 buildings and Followers manning the profession stations. Which means I needed to do a few Outpost quest chains. And hey, may as well do the other Outpost quest chains so that I can save 750g-1000g on the blueprints. Oh look, I can get some more Followers pretty easily by just going here and doing one or two more quests.
Azuriel is now 25% into level 99.
Granted, all my characters are now in full heirloom gear that scales to level 100, minus the weapon because fuck that 5000g price tag. I even have the Dread Pirate Ring from back in the day, so the full percentage is +50% XP. In fact, I pretty much out-level a zone the minute I finish the Outpost quests. I could probably be a bit more concerned about that than I am, considering that as a non-raider, non-dungeon runner, questing is likely to be the only real content for me (outside BGs). But in a sense, Dragon Age: Inquisition broke the final thread tying filler quests with zero plot development and whatever fucks I had left to give. It’s not that I find killing X mobs tedious, I find killing X mobs for no reason tedious. I need some kind of narrative here.
Killing X mobs for a Follower, on the other hand…
My current plan of action is to go ahead and hit 100 on Azuriel, then get level 2 plans for my DK and Warrior (both of whom are 92) so that I get Inscription, Blacksmithing, and Enchanting professions going. As for my new Rogue “main” I’ll get around to her eventually. And by “eventually,” I mean those 5-10 minutes in-between Follower missions being completed across 3+ characters.
The irony is not lost on me that nearly four years ago I quit WoW the first time because of games like Tiny Tower, and now I’m back because it more closely resembles all those time management games. Time truly is a flat circle.
That Old Pair of Shoes
Well, I bought Warlords of Draenor this weekend. And, as previously reported, I have 9 now 8 WoW Tokens. So I must conclude that I am playing WoW again.
I was about to use “that old pair of jeans” phrase in the title, but the thing about old jeans is that they’re comfortable. WoW, right now, feels like an old pair of shoes instead: soles are a bit thin, rubber peeling off the sides, and they’re inexplicably damp. They still work, and are a better choice when it comes to doing chores like mowing your lawn, but they make everything feel ever so slightly off.
My namesake paladin just hit level 93 yesterday and I have little desire to play Azuriel again. The Retribution rotation doesn’t seem meaningfully different from what I remember, but the great ability pruning of 6.0 means that you have to especially enjoy your particular class because what you have is all you get. And what Retribution gets is Avenging Wrath and… a bunch of defensive cooldowns. Every time I was stymied by an entirely superfluous mountain and/or gentle slope in the no-fly zone that is Draenor, all I could think about was how my rogue could have Shadowstepped their way past the obstacle. Or warrior charged. Or DK Deathgrip the mob down the hill. Or anything.
All of which is fine, right? Just switch mains. Except my rogue is level 86. Which isn’t much of a problem with heirlooms – and what a wonderful goldsink that is, what with the upgrading them to scale to level 100 – but it’s still a speedbump. And there is just something ever-so-slightly distasteful about the fact that I need to switch mains at all. This is the “damp” part of the shoe metaphor.
In terms of good things, there are a few. The Garrison has more or less supplanted my irrational desire to log into Clash of Clans every hour, in the time-management department. I just finished the Prophet Velen questline and felt immersed in the battle in a way I haven’t since… Wrathgate? Not as good as Wrathgate, but in the same parking lot of the ballpark. The music this expansion is extremely good too.
Before I pulled the trigger on the WoD purchase though, I was about this close to purchasing FF14 instead. In all likelihood I still will at some point, during the next $10 sale on the original box. If you are going to jump back into the MMO pool and relearn to swim, it may as well be a new pool, right? I only stuck with WoW because of the WoW Token shenanigans, which required me to use the 10-day free trial, which got me into Draenor and annoyed that I was capped at 1 XP less than level 92, and hey the 25% off sale was expiring that weekend, and… yeah.
Sometimes you just go without whatever is currently in your closet.
WoW Back to 10 Million Subs
Christmas came a little early at Irvine, as reported by MMO-Champ:
This afternoon Blizzard released the subscribers count as of November 13, 2014. This is up 2.6 million from the Q3 2014 call that listed WoW at 7.4 million subscribers.
Warlords of Draenor has sold over 3.3 million copies so far, up from 1.5 million pre-ordered in August.
There is an interactive graph on MMO-Champ, but for posterity’s sake here it is again:
There is already a lot of prognostication and pontification out there as to what this means for WoW, what Blizzard is doing correct with Warlords (that presumably it did incorrect with Pandaria/Cataclysm), and so on. The only thing I know for sure is that everyone commenting is just firing blindly into the dark – not even Blizzard expected this level of engagement, as the server issues attest.
That being said, I just want to point out a few things that might get lost in the weeks and months ahead.
1) This is the largest expansion jump in the game.
Just look at that graph: 2.6 million people coming back is unprecedented. The next closest was the 900k bump coming into Pandaria. Prior to that, the norm was 500k. Of course, the total population had been the lowest it had ever been since vanilla WoW, but still, this clot of players would be enough to make any other MMO the #2 in the industry.
2) The Warlords endgame doesn’t even exist yet.
The first Warlords raid doesn’t unlock until December 2nd, two weeks from now. I’m pointing this out because all the people talking about a return to “old-school WoW” can only really be talking about story-wise or quest-wise. Or I suppose dungeon-wise, but I strongly doubt that.
3) WoW went 13 months with zero new content.
Siege of Orgrimmar was released September 10th, 2013. The pre-expansion patch 6.0.2 was released October 14th, 2014. You can view historical information in this Reddit thread, but the bottom line is that the next closest content drought was ~9 months at the end of Cataclysm. Technically there was a year inbetween Icecrown and Cataclysm’s release, but an extra raid was released in the middle of that. For similar reasons, I don’t count the gap between Black Temple and Sunwell back in TBC given the release of ZA (etc).
Guys, do you understand how impossibly stupid this is? Any other MMO that up and went dark for an entire year would be declared abandonware. Instead, WoW went from 7.6 million subs in Sept 2013 to 6.8 million at the lowest, then back to 7.4 million in anticipation of patch 6.0.2. And, as you know, it’s sitting at 10 million right now.
There is no clearer evidence demonstrating that WoW is more platform than game than this. Blizzard got a whole year of subscription payments and gave back nothing until now. It boggles the mind.
4) The 10 million figure doesn’t include China.
From the official press release:
The expansion launched today (November 20 local time) in South Korea, mainland China, Taiwan, Hong Kong, and Macau. […]
*More than 10 million subscribers as of November 13, 2014.
Given how “subscriptions” work over there, I suppose it’s possible for some “preorder” shenanigans or whatever to have influenced the final count (e.g. they’re already being counted). No doubt that Blizzard will be ready to fire off another press release about 11 million subs if the China/SK bump ends up being significant. I’m just saying it could be significant.
As for why Warlords is bringing everyone back, your guess is as good as mine.
You can’t really ascribe it entirely to the MMO Tourist/Locust phenomenon, simply because there’s too many people. There were 10 million subs at the start of Pandaria, so perhaps this can be expected to be the normal plateau, with ~2.5 million people cycling in and out as new expansions are released. Maybe Warlords has simply came out at an auspicious time, just as the darling MMOs from the last year begin their slow descent into obscurity. Or was it the revamped character models? Or the instant level 90, rescuing lapsed veterans from the horror of Cataclsym leveling? Or perhaps even the server merges connected realms change revitalized the community?
The safe (and lame) answer is most likely “some combination of all the above.”
I myself plan on coming back for the token month or so, starting whenever Blizzard decides to discount the expansion. And why would I do this? Well… the core game never stopped being fun for me – I simply ran out of things I wanted to do. As mentioned before, I have little interest in dedicating more mindspace learning to dance in raids, so there is ever a natural expiration date to my return. But compared to the token efforts I make trying out these other F2P (or soon to be) MMOs? I do miss that sweet, sweet feeling of character progression in a game that feels big enough to matter. And for me, that has always been WoW. And likely only ever will be.
Of course, I am kinda nervous about the culture shock of going back to tab-targeting and lack of Shift-running and/or double-jumping.
End of Justice, Valor in Warlords
I cannot imagine this is breaking news, but it certainly came to a shock to me:
Honor and Conquest definitely are not going away, just to clarify a misconception – you’ll still be earning those currencies through PvP and using them to buy your PvP gear.
What will be going away is Justice and Valor. Over time, they’ve moved away from their original purpose, and given how widely available they’d become (awarded from quests, scenarios, dungeons, raids, etc.), we’d rather return to the original universal currency: gold. The final values aren’t hooked up yet, but the old Valor rewards for completing your daily random dungeon or an LFR wing will be replaced with a hefty sum of gold, which should make something like the gold turn-in for a bonus roll seem far more attainable even for players who currently don’t have much gold.
Watcher went on to clarify:
Just to clarify, I’m not saying that players should expect to see a vendor with a full set of endgame gear for gold as a one-to-one replacement for the Valor vendors from Mists. For the initial Warlords content, Apexis Crystals will largely fill that role, and you can see most of that structure already in place in the Beta today.
I honestly don’t know what the hell Blizzard imagines they are doing.
The original thought I had was that Blizzard was going to remove all Justice/Valor points and related vendors, and then heavily lean on the Bonus Roll mechanics they introduced in Mists. Gold is indeed one of the methods you can use to get a Bonus Roll, but it is one of… five I think, and you can use a particular method once per week with 3 Bonus Rolls being the limit. It sorta makes sense from a design perspective insofar as the current Justice/Valor system has an awkward down-leveling that occurs every patch, with Valor turning into Justice, Justice items going down in price, issues with people banking dungeon currency, and so on.
The issue I have with this change is one of motivation. In a world where you are running dungeons for specific gear, what motivation do you have to run said dungeon after you have gotten your gear? There isn’t any. And… maybe that’s a good thing? Back in the day though, I would routinely farm dungeons on my tank characters (instant queues) specifically because I could earn currency to get raid-level upgrades that would help guild progression later. Without that carrot, I would queue for nothing, and the LFD system itself would that much worse off. Alternatively, perhaps it means that LFD would be stocked with people specifically farming for gear, e.g. the intended audience for the content, so maybe people would be more accepting of lower-geared strangers.
Then I remembered that Blizzard is still using alternative currencies: Apexis Crystals. So… they do have the equivalent to Valor points, but you don’t earn them in dungeon/raid content. Was this their solution to reputation grinds? I don’t know, I’m not in the beta. But all I can think of is: Frost Badges. You know, back in Wrath when there was a different raid currency for every tier. Because we sure as hell aren’t likely to be using Apexis Crystals for Tier N+1 vendor gear.
So now I’m back to having no idea what Blizzard imagines they are doing. I actually liked the Valor system, and I liked it all the way back when it was Badges of Justice in your inventory. Granted, it led to some targeted farming behavior like running Heroic Mechanar every day and weekly Kara farms, but at least it got everyone in groups out in the world. As someone would more gold than I would know what to do with, I’m not entirely sure what I would be doing in Warlords other than perhaps farming Apexis Crystals. Which is like farming Valor, except much easier to do by myself.






What Are Those Titan Devs Doing Now?
Sep 29
Posted by Azuriel
Adam of Noisy Rogue brought up an interesting point recently regarding the cancellation of Titan:
Hey, yeah, what are they going to do with all the people who were working on Titan?
So what we know is that Titan had 100 developers working on it last August, until it was slashed down to 30 when it “went back to the drawing board.” Mike Morhaime said they moved the slashed devs over to Diablo and the Blizzard MOBA. But then I got to thinking: wasn’t the dev count on WoW beefed up recently? Indeed it was, as reported on 8/25/13:
So the timeline makes sense that a lot of those Titan devs were moved over into WoW in addition to Diablo and the MOBA. But then I came across this Icy Veins interview with Tom Chilton from August 2014 (emphasis mine):
Q. You announced repeatedly that you would release content faster: “every 6 months”, “no more ICC”. Obviously, that did not really work out, so we were just wondering what caused it.
A. That is definitely fair criticism. We did a good job earlier in Mists of Pandaria, having the content come at a more frequent intervals, and certainly we had hoped to have Warlords of Draenor out a couple of months ago. The reality is that scaling up the number of people that we have, to work on multiple projects at once has slowed us down. Honestly, it should have not come as a surprise to us. We increased the size of the team by 50% and the majority of those people had never worked on World of Warcraft before or any other MMO, so it is really difficult for them to create content right away, without getting up to speed. So we ended up redoing a lot of the content that we were doing for Warlords to make sure that we would get it at the quality level that we would expect.
Now I’m not sure what to think. Did Blizzard hire a whole bunch of brand new developers for the WoW team? Were the 30 core devs left behind on Titan the only ones with WoW experience, e.g. Kaplan, etc? We do know that Blizzard is already designing the expansion after Warlords right now, so perhaps the new guys got relegated to Warlords and the core-crew is working on whatever Orcish masturbation fantasy is undoubtedly next (“Thrall’s child is all grown up and mad with power!”). I mean, Jesus, it’s been World of Hordecraft aside from that one brief period of time in Wrath. And it’s arguable that the Taunka and Horde Death Knight quests were far superior to what the Alliance got.
I’m not bitter or anything.
By the way, while I was
Googlingresearching this post, I came across this rather interesting picture:The jokes almost write themselves.
This slide came from the Hearthstone fireside chat back in November 2013, with those numbers representing the team sizes of those three games at release. In other words, vanilla WoW had 60 people, Diablo 3 had 75, and Hearthstone 15. Supposedly Diablo 3 is in a better place these days, but it kinda tells you a lot about the relative worth of even Blizzard developers when you have 75 people collectively cranking out the clusterfuck of Diablo 3 on release. More is less, it would seem.
Posted in Commentary, WoW
5 Comments
Tags: Developers, Diablo 3, Mike Morhaime, Titan, Warlords of Draenor, WoW