“Dealing With the End of the World” or “Four Weeks to Cataclysmic Events”
This was bound to happen. We are exactly four weeks, unless my math is off, and it usually isn’t, from the release of Cataclysm (EDIT: thanks for the confirmation, Tobold!) The blogosphere is abuzz with opinions regarding the end of Wrath and the pending beginning of Cataclysm.
A lot of things are now happening in the player-base simultaneously.
The End of End-Game Raiding
First and foremost is the boredom, either brought about because your guild has been farming endgame for a while now, and there is literally nothing left for you to do anymore. Or because they never got to end-game, and they are so close to “greens that are better than purples” that they see no point in raiding. In any case, fewer and fewer people are motivated to engage in end-game raiding, especially if the primary motivation is loot, because said loot will be obsolete in less than a month.
The Lazy Subscribers
Another is a sense of lethargy for some players, regardless of their endgame persuasion, they are just tired of the existing grind and just need something new. This group includes players like me, who, for one reason or another, just cannot bring themselves to play another few months leading up to the sparkly new content that will once again spark their interest. I let my subscription run out about two months prior, not because I had conquered all content, or because there was nothing left to do. I got tired of two things. First, the inability to raid with my friends because my geographical location is nine hours ahead of EST. Second, because despite my love for WoW, I find myself increasingly aware of the endless grind for better gear. Once you make it to level 80, the only way forward, especially in PvP is to farm more loot. Whatever the case, I won’t be back before Cataclysm.
The Overzealous Overachievers
This is a special band of individuals who go into hyperdrive mode when an expansion nears. They have neat little lists of all the things they want to accomplish before the new content hits, especially if the new contents changes or removes some of the older contents. The list items range from normal (explore all the kingdoms) to completely luck-based (obtain a raptor mount from Zul’Gurub) to the utterly insane (Complete LoreMaster when you never even touched one of the two vanilla continents). These are the people that (probably) spend the most amount of time in the pre-expansion hit world.
The Biggest PvPenis
And finally, PvP explodes as more and more players are logging on primarily through force of habit, only to realize they haven’t much to do online, and then join the BG queue to fill that void in their hearts known as pre-expansion blues.
Everyone is talking about the expansion in one context or another it seems.
Syncaine has a post up about the differences he sees between Ultima Online and World of Warcraft, the most prominent of which, it seems to him, is the tendency for WoW to “prevent bad things from happening to players”. In the interest of partiality, it should be said Syncaine’s opinions notwithstanding, he hasn’t played WoW in quite some time. I remember the older days of vanilla WoW, when everything was blatant and well-pronounced grind, and while I understand where Syncaine is coming from, I would much rather prefer the, uh, I suppose hand-holding for the lack of a better word, than corehounds that spawned every 18 minutes, and running UBRS 40 times to get your guild keyed for Onyxia.
Spinks wonders whether the WoW formula will eventually cater only to the ultra (turbo?) hardcore raiders, and more people will continue to dip briefly into F2P titles before something else half-interesting comes out, endlessly repeating that cycle. I do agree with this point to an extent, but I think it needs to be refined a little. I don’t think people get tired of raiding, or WoW would have died out in 2005. I think people get tired of raiding the same content, a phenomenon to which Blizzard has consistently responded with new content patches introducing new instances and/or expansions.
Psychochild, as usual, has an incredibly well-thought out post about the problem he sees with the MMO industry today. Although his list is comprised of some very broad concepts, what resonated with me a lot more was Wolfsheads comment underneath the post. He says:
“You’ve made some great points! For me, the big culprit is unambitious and risk averse game designers — they create the rules and they set the agenda. The buck has to stop with them. They are the slippery pied pipers that the players follow via a steady diet of rewards and incentivized gameplay.
People are simply experiencing MMO fatigue. I believe MMO bloggers are just echoing the dissatisfaction of the MMO community in this regard. This is a complex subject and there are many forces at work which are contributing to the general malaise out there. Just as the Roman Empire fell due to many reasons, so too are MMOs in decline for many reasons. Here are a few off the top of my head:
1) Lack of Choice – Where are the quality niche MMOs? How is it we live in a 500 channel universe for television but we only have a few AAA+ MMOs to choose from? Obviously, good MMOs cost a heck of a lot of money to create. We’ll have to wait this one out while the costs to produce MMOs comes down much like what happened to the music business where anyone with a computer can produce a studio quality album.
2) Lack of Innovation – Players are bored with essentially the same content (dressed up as “new” expansions) being offered to them. There’s a reason why most TV series — even good ones — don’t last more than a few years. There’s a reason we don’t use cell phones that are 10 years old too. Unless you are selling toilet paper, every business must innovate to stay alive.
3) Lack of Player Freedom – MMOs have morphed into big budget single-player video games with Hollywood cinematics that have more in common with Zelda and God of War than Ultima Online and EverQuest. Players must stay on the rails. The story always ends the same. No deviation. Also, where is the dynamic world we were promised years ago?
4) The Rise of Demographics and Metrics and Based Design – MMOs are now designed to appeal to the widest possible demographic. While this is good for the bottom line and there are some good things about this, there are also a lot of negatives such as dumbed-down gameplay, welfare epics, etc.
5) Convenience Based Design that Panders to Time-Starved, Short Attention Span Gamers – This is all about money and related to #4 above. Instead of the player conforming to the virtual world, now the virtual world must conform to the player. The result is solo friendly MMOs. Travel is almost instantaneous and rendered pretty much meaningless via portals and dungeon finder tools. Loot means nothing as well as it basically grows on trees in most MMOs.
6) The Death of Community – Thanks to solo friendly MMOs, people barely chat anymore and why would they? Community and playing online with other people was one of the big selling points of MMOs years ago, now it’s just a marketing ploy. What community is left is dominated by vulgar jokes and general idiocy on the Trade Channel.”
I particular like point # 5, that convenience-based design which panders to time-starved, short-attention-span-gam- have I talked about Larisa’s post yet?
Larisa, being Larisa, instead offers a list of reasons why WoW is still one of the greatest things to happen to gamers and nerds (a double-whammy category that I am a proud member of, as is, I am certain, Larisa) worldwide. A lot of her points are personal, unique experiences, but then again, that is what online gaming is all about: experiencing the same world through the lens of the people we interact in it with, and through the lens of our own distinct backgrounds, ideologies and experiences.