Gryz
Golden Member
- Aug 28, 2010
- 1,551
- 204
- 106
When WoW released, it was made by a team that knew what they were doing. Vanilla WoW had a lot of short-comings. Lots of small things that could be improved. And the main problem was that for the average player, there was nothing to do after UBRS. You had to get in a huge guild that did 40 man raiding. Which was often very painful.
TBC and WLK improved upon the original WoW. Both in small practical things. Like e.g. the fact you can exchange BoP gear for 2 hours. Heroic dungeons, gears you can buy with badges, more reputations and good gear from rep. 10 man dungeons. There was something to do for everyone: total newbs, the clueless average player, the decent average player and the hardcore players. Raider, non-raider. Bad, mediocre, good. Casual and hardcore.
Something changed half-way WotLK. Tigole left the game. He was main one resposible for PvE after the original crew left, shortly after vanilla release. The second reason was probably the fact that Activision took over control. The third reason might be that before vanilla's release, Blizzard had already planned TBC and WLK. When WLK was released, they didn't have any plans on what to do next. They hadn't expected the long-term success of WoW.
Someone at Activision must have been looking at Farmville at the time. WoW had 10-12 million players. Farmville had 100 million. In stead of being happy with what you got, they only wanted what Farmville had. More players. So the focus of WoW shifted from catering to the people who played the game, to all the rest of the people in the world who *didn't* play WoW. This might seem crazy, but for me, this shift in focus must have been the root cause of why the game changed so drastically.
So what have we had since ? We have had 2 types of content. The first type is the true hardcore content. Mythic raids. High-end arenas. That content was good, and will stay good for the hardcore top-end players. Because inside WoW there are "champions" for that. Employees who will fight and make sure that the hardcore raiding is top-notch.
The other type of content is for everybody else. And to make sure those 100 million Farmville players could still move over to WoW, all of that content needs to be accessible. Super-accessible. And in the eyes of Blizzard, that means: super easy, super rewarding, low weekly time investment (but potentially requiring many weeks of play), not complicated, doesn't require planning, doesn't require cooperation, doesn't require anything. Blizzard has realized that they can keep their current playerbase more happy by throwing them free epic gear, than throwing them new content.
The result is: there is no content for the middle ground of players. Nothing. It's either super easy, or very hard. Like mythic raids. Which also require very strict organizing. And thus is doubly non-accessible.
Imho the largest group of players in vanilla/tbc/wlk was that middle ground of players. Also, lots of new players will move to that group within a year of playing. I can't understand why Blizzard doesn't see that. Why they don't create more content for that middle group. That is where the money is. Where the growth is. On the other hand, it seems Blizzard (or rather Activision) seems dead set on minimizing investment in WoW. You can increase profit either by raising your revenue, e.g. by getting more players. Or by decreasing your costs, e.g. creating less content. Since Cata it seems Blizzard has always chosen for the 2nd strategy, investing less and less money in the game.
I don't think they'll ever figure out how to go back to an upwards path.
TBC and WLK improved upon the original WoW. Both in small practical things. Like e.g. the fact you can exchange BoP gear for 2 hours. Heroic dungeons, gears you can buy with badges, more reputations and good gear from rep. 10 man dungeons. There was something to do for everyone: total newbs, the clueless average player, the decent average player and the hardcore players. Raider, non-raider. Bad, mediocre, good. Casual and hardcore.
Something changed half-way WotLK. Tigole left the game. He was main one resposible for PvE after the original crew left, shortly after vanilla release. The second reason was probably the fact that Activision took over control. The third reason might be that before vanilla's release, Blizzard had already planned TBC and WLK. When WLK was released, they didn't have any plans on what to do next. They hadn't expected the long-term success of WoW.
Someone at Activision must have been looking at Farmville at the time. WoW had 10-12 million players. Farmville had 100 million. In stead of being happy with what you got, they only wanted what Farmville had. More players. So the focus of WoW shifted from catering to the people who played the game, to all the rest of the people in the world who *didn't* play WoW. This might seem crazy, but for me, this shift in focus must have been the root cause of why the game changed so drastically.
So what have we had since ? We have had 2 types of content. The first type is the true hardcore content. Mythic raids. High-end arenas. That content was good, and will stay good for the hardcore top-end players. Because inside WoW there are "champions" for that. Employees who will fight and make sure that the hardcore raiding is top-notch.
The other type of content is for everybody else. And to make sure those 100 million Farmville players could still move over to WoW, all of that content needs to be accessible. Super-accessible. And in the eyes of Blizzard, that means: super easy, super rewarding, low weekly time investment (but potentially requiring many weeks of play), not complicated, doesn't require planning, doesn't require cooperation, doesn't require anything. Blizzard has realized that they can keep their current playerbase more happy by throwing them free epic gear, than throwing them new content.
The result is: there is no content for the middle ground of players. Nothing. It's either super easy, or very hard. Like mythic raids. Which also require very strict organizing. And thus is doubly non-accessible.
Imho the largest group of players in vanilla/tbc/wlk was that middle ground of players. Also, lots of new players will move to that group within a year of playing. I can't understand why Blizzard doesn't see that. Why they don't create more content for that middle group. That is where the money is. Where the growth is. On the other hand, it seems Blizzard (or rather Activision) seems dead set on minimizing investment in WoW. You can increase profit either by raising your revenue, e.g. by getting more players. Or by decreasing your costs, e.g. creating less content. Since Cata it seems Blizzard has always chosen for the 2nd strategy, investing less and less money in the game.
I don't think they'll ever figure out how to go back to an upwards path.