It’ll take time, but that has another benefit:
Because leveling takes time, the things you do at level are more important. Crafted gear actually lasts a little while, though it eats into your leveling time to make it. Dungeons are relevant (the gear can be relevant for up to 8 levels in some cases, which could be a week or more of play) and there’s usually plenty of people available to do it (during the right hours at least).
Leveling took a long time, but it wasn’t a mad-dash to end game like current WoW is. There was more to do and see on your way up that felt impactful, and that’s something people forget when they laugh and say we’re in for a surprise.
I think that what constitutes good and bad games are incredibly subjective.
Some people absolutely love turn based games with party systems and 10 million stats to track. I find them incredibly tedious and boring. Some people love Skyrim, but I prefer Morrowind (I played Skyrim first) for it’s depth of options.
Do I think Classic will be “dramatically better” than live? I have no idea. I really liked vanilla, and I really enjoyed the blizzcon demo (played it every day), and I may have “dabbled” once upon a time in servers I shouldn’t have and had lots of fun.
That doesn’t mean I think it will be a critical success, though. I recognize that the kind of game we’re talking about has a very niche appeal.
Vanilla lacks a lot of QoL features, and adds in a lot of tedium in some peoples mind.
- Hunters had to feed their pets or they’d run away. It got better with them becoming more loyal, but you still had to feed them. They also did less damage if they weren’t happy, and they started out at the lowest loyalty and lowest happiness immediately after taming (they could run away before you got to a vendor, plan ahead).
- Lots of spells required reagents. Want to slow fall? Light feathers. Want to provide paladin buffs? Candles (iirc?). Portals and teleports took reagents. Poisons were crafted with reagents. Hunter ammo/arrow needed to be bought or crafted.
- Quest hubs weren’t a thing. Quests were scattered to the wind, and you had to go looking for them. “Pick up 6 quests and go to one area, rinse repeat” was not a play style that existed in almost any area.
- Some quests could take you across the sea to disparate locations, all for a little gold and no follow up quests (or worse, to take you right back after minimal dialogue).
- You had to train your spells, and they came in multiple ranks. Every few levels you had new spells or ranks to train. This could get very expensive. Don’t expect to have the gold for all of them as you go, prioritize the ones you actually need.
- Some spell ranks could only be learned from tomes that were acquired from enemies or bosses in specific areas.
- Hearthstones had a one-hour cool down and there was no making it shorter, you just prioritized where to put it and when to use it.
- “Summoning” stones were “Meeting” stones. You’d click them to join a queue for a group. No one would be teleported to the dungeon, but you would be put into a group together. Unless you had a warlock, summoning was impossible. Local innkeepers could add you to queues for dungeons nearby.
- Dungeons could take over an hour, and only a little loot dropped. You had to roll against other players, and some people would ninja (roll need even though they didn’t need it) gear ruining your chance.
The thing is… modern WoW has removed most of this stuff. A lot of people over the years applauded these removals. I, for one, always felt like it was a loss of depth and breadth. It made it easier, but it also removed some of the immersion, some of the “feel”, of the world.
Taming pets made sense to me. Why would a wild animal just intuitively trust me? Why wouldn’t I have to work with it, train it, and gain it’s trust? The initial “tame” is just getting them to not kill you, and they’re open to being swayed.
Training spells made sense, because you’re not a random magical master. You’re just a dude who doesn’t know the pointy end from the battering end. So you learn from someone who’s been taught. It feels like you’re harnessing a lineage, not just mantling an archetype.
Reagents are more contentious, I think, but I liked it. It added a sense of mystery to it. What does the reagent do? How does it aid the spell? At the very least, it required me to be mindful of being prepared to go out into a world that was, by all accounts, more dangerous than the one we live in today.
I enjoyed scattered quests, too. It added a sense that exploration was actually worthwhile. Modern day WoW has hidden chests, but they drop a mostly useless currency in mostly useless amounts with no viable loot. There’s nothing of value hidden in modern WoW except visual content (such as a bit of lore or a sight seeing trail). In Vanilla you might stumble on an NPC who’s trapped in a cave that has no other quests with it, or perhaps you’ll discover that there’s a small area with two quests that only have lore relative to that specific spot.
So on, and so forth. Modern WoW is all well and good, but it’s not really the same game anymore. I don’t mean that as in “wow is bad now” but as in “the experience is completely different, and I’d like to have both experiences, instead of having one forgotten”.