Now, i will give you that unlike back then, we’ll have many more players who will try to play in the inital release, which is unlike the OG Vanilla experience.
However, that is a variable that is naturally one that can’t be changed because times are simply different.
What Blizzard however does have control over, is how far they go with recreating the game in terms of it’s original game design.
To demonstrate what i mean:
- The original game design, as we’ve uncovered through old devs, allows for dynamic respawns in very crowded zones. It’s authentic to the OG design. It’s OK to put it in.
- The fact that so many people will initially log in, is one we simply can’t have control over in terms of the OG games design, so that one simply has to go through and do it’s thing, which is fine.
- BUT! Putting in a new feature, layering, is an active deviation from the OG games design , because it’s there to serve the modern purpose of catching those initial tourists, and tries seeving many of them out the first weeks or months in, in an attempt to have well populated servers by the end of P1.
Yet regardless of layering, the servers will become susceptible again to instability (in the longterm!), cause people are people and will move and change, leaving their servers in bad states, putting us back to square 1 in regards to server health.
And that is while all the drawbacks from layering, which are going to be very significant, will not allow for the authentic beginning experience Blizzard says they will provide just as any other part of the game.
Essentially, Blizzard is currently willing to actively compromise on the games original design, by introducing layering as a new feature to the game.
It will change one if not the most important era of it (the leveling one, extremely vital for building a tight knit community on the realm) for the sake of trying to stabilize servers, which anyway will be left to themselves after it’s gone, reintroducing all the issues they tried to avoid in the first place.
It’s a shortterm solution, and the core audience doesn’t benefit from it in the long run, and the short one. It will even hinder new players to become part of this audience (I’ll explain down below). Keep in mind, their happiness is what determines Classics success for Blizzard.
So who does benefit then?
The curious tourists do in the shorrterm, because layering will improve game accessability to suit modern standards.
But! Even they actually miss out because the time they’ll check out the game, will be at a time where Classic’s not in it’s actual full state in terms of game design.
Because of that, It won’t be able to actually work it’s WoW magic, which would allow it to give the full on Classic experience to the players, giving them a fair chance to asses whether they wanna be longterm fans of the game too.
By the point layering is taken out, those curious to try the game may have already made their judgement during the first days/weeks, and left if they didn’t get enchanted by it.
They’ve gotta make sure the longterm audience, the old one and the new one who fall for the game during the start can be happy from start to finish, because the games success depends on it.
The only way to do that, is to follow the OG design of Vanilla, and let each community of ~3k ppl have their 1 unique world, with a name they can call home, from the start of the game until it’s end.
Take that away, and WoW’s spell on new and old players will have a high resist chance during layerings untimely stay, giving false first impressions to both old and new players, which could really hinder it’s success in the long run.