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Archive for September 15, 2011

“WoW Evolved” or “The Problem with Overtuning Content”

September 15, 2011 8 comments

The Game is Evolving, But the Players are Not

The problem with WoW’s current raid progression is that it simply isn’t accessible. Innovation after seven years of being the market leader implies that boss fights need to continue to evolve beyond tank-and-spanks and massive-mob-rushes, but it also has the added drawback of increased complexity. Ordinarily this shouldn’t be an issue, as players continue to learn the more they play and the more they encounter more complex fights. But WoW is an MMO, and that implies players come and go, and the average skill level fluctuates.

I read recently that there are several times more inactive WoW subscribers that once played WoW, than currently active (10 million +) WoW subscribers. I myself have unsubscribed four or five times. This effectively implies that aside from a few hardcore players, most of WoW’s core players continue to rotate. Raids see new players (or older players that haven’t played in a while) returning to newer, scarier, bigger, crazier boss fights. What I am trying to say is, the game is evolving and metamorphosing, but perhaps the player isn’t.

“Overtuning” Content

A very tiny percentage of the raiding population in WoW (which itself is a small portion of the overall population, I’d imagine) has conquered the Firelands raid, a fact most bloggers, including Spinks, agrees with. When most of the player base in your MMO is unable to even see (let alone down) the last boss of a raid instance before you are gearing up for the next raid tier, there is a problem. I have no factual information to support this, but this heavy-duty overtuning may well be the reason WoW has been losing a steady (not worrisome, but steady nonetheless) stream of subscribers since Cataclysm released.

The solution does not lie in nerfing the instance to make it more accessible to more players (as is apparently due, this very week), or introducing a “lower difficulty” setting (*groan*), it is to revisit your design principles and ensure that your instances are more accessible to the raiding population to begin with. This straddling the fence with content that is ridiculously difficult, then incredibly easy, and then painfully difficult again has us all confused. Hell even Tobold would like Blizzard to stick to their guns for once.

Blizzard recently said the Deathwing encounter will be the longest and theĀ  most complex encounter in-game. So clearly the message isn’t getting through, but until the instance is actually released, I suppose there is always hope.