I am constantly hearing complaints about this expansion and how World of Warcraft is no longer in it’s prime, but I don’t really think Battle for Azeroth is the problem. I actually think this is a good expansion and I can tell the developers are trying hard to make the content more engaging.
In my opinion the three expansions that harmed World of Warcraft was Wrath of the Lich King, Mist of Pandaria, and to a lesser point Cataclysm.
The Sacred Roots of MMORPGs
Before I state my reasons why I think WotLK, Cataclysm and MoP damaged WoW I first want to say that as someone who started playing MMORPGs since the days of Asheron’s Call and Everquest, the motivation to play MMORPGs is to experience the world and to experience it with other players.
When World of Warcraft started to abandon the roots of what makes MMORPGs great, the new motivation for players was to just to rush through content quickly as possible all for the “phat loot”. The result was that the players didn’t care about the content, they just wanted to rush through it as quickly as possible. Everything epic was gone and replaced with something more similar to a xbox game.
Reasons Why Mist of Pandaria and Cataclysm Damaged WoW
The Campy Nature
During Cataclysm and Mist of Pandaria the environment of World of Warcraft became too campy and nothing was taken seriously. Mist of Pandaria was a worse offender than Cataclysm. The bosses in Cataclysm were taken seriously at least, in Grim Batol you were fighting a giant Etlin inside an ancient lore heavy city, while in Mist of Pandaria you were fighting a giant rabbit.
I will admit that Pandaria was a beautiful continent, but the content in Pandaria was so childish it was a turn off. Everywhere I turned there was something campy, and it didn’t help that the storyline was so childish.
The result was that it made the players not take the world seriously either. This was during the time where players started to wear costumes, and I never liked costumes especially in raid and pvp because it kills the immersion. It reinforces the fact that no one is taking the world seriously anymore.
A complete deviation from a medieval fantasy setting
I enjoyed the Warcraft franchise when it was still holding onto it’s fantasy roots before Burning Crusade. When Burning Crusade came around, there were some deviations, but you still saw characters armed in chain mail and humans, elves, and orcs were still at the center of the story.
Cataclysm turned the Warcraft franchise from fantasy to something more steampunk and that is when I had a huge problem. It got worse during Mist of Pandaria. Instead of taking a boat to Pandaria, you were on a air ship (and the gnome puking made my eyes roll because it wasn’t funny).
Mist of Pandaria felt so alien to me because instead of seeing medieval buildings and characters such as paladins, warriors, priests and mages, I saw cartoony and stereotypical races. Some races are meant to be “side kick races”, and World of Warcraft should mostly be about humans, orcs, and the Elf races.
Players became THE hero instead A hero
In an MMOPRG, your character belongs to the world, the world does not belong to your character, therefore there should be times where your character should feel outmatched in certain situations. Ideally the story of any MMORPG should be the player’s experience with the world and with other players. A player being chased by a giant out in the wilderness, then meets another player and teams up with that player to kill the giant should be the story.
When it comes to the story of the world, ideally it should be static across the player base, meaning that one event in the game should be the same experience shared by other players. This happened during vanilla when the top guilds would kill Nefarion, and mount his head on the Stormwind gates because it was a community experience.
Blizzard takes the approach that every player is affected by the overall story of the current expansion, and that is forgivable, but by giving every player an instances version where they are the almighty hero of Azeroth with a disregard to the other player’s experience, it takes everything organic about the player’s experience away.
This trend is still happening and was at it’s worst during Legion where EVERY player became the leader of the order of their own class.
Again, the storyline for players should be a shared experience.
Reasons why Wrath of the Lich King Damaged WoW
The flawed design of accessibility
I constantly hear players claim how Wrath of the Lich King was World of Warcraft “at it’s peak” but I think the downward trend started during Wrath of the Lich King where World of Warcraft started this whole “no player left behind” that killed any sense of community.
During Vanilla and Burning Crusade there was no expectation among every player that they just had to see the highest end raid. Raids never went obsolete within the same expansion before Wrath of the Lich King and the result was that you had the player base spread across all raids built within the same expansion. You had guilds who were still working on the Tempest Keep and they weren’t complaining how they didn’t have access to Black Temple. You even had players that didn’t raid at all and they weren’t complaining.
People knew that if they wanted to raid they had to take WoW more seriously and that motivated the players to work as a team, respect other players, and not act like idiots. When Wrath of the Lich King came around, players lost that motivation to respect other players and the world around them. This resulted in this new entitled generation of MMORPG players.
Is it really hard to believe that hierarchies are natural and people aren’t equal. It’s that same feeling you get when you see some trashy kid from the ghetto with low SAT scores get a free scholarship to college just because of Equal Opportunity worked in his favor, but you are still expected to view him as an equal. That is how I felt during patch 3.3.
Speaking of patch 3.3.
LFD Tool
This had to be one of the worst implementations in World of Warcraft. What happened was the LFD Tool removed everything organic about the dungeons in World of Warcraft, and just turned them into instanced areas players teleport to for 15 minutes just to get their “Phat Loot”. Instances were no longer part of the World but instead a list of zones players can click on in a window.
I remember the days back in Vanilla where I would meet my group in town and we would all travel together at the dungeon and we would spend the whole night at the dungeon. There were even times when we didn’t finish the dungeon but we were cool with that because we still got rewards and had a good and epic time.
We all had fun because we experienced the world around us and gave each other company, that is what MMORPGs are all about. LFD took this experience away and just thinking about this makes me upset.
People keep on telling me to play this “new MMORPG” but it will have all of these same flaws that I mentioned. If I was to play another MMORPG I would play Asheron’s Call, but since that game is no longer active, I would more likely go back to Everquest hoping that it’s core concepts are still intact.
The Real Problem lies with the community
The real problem today lies with the community. Players are constantly thinking about the loot and rewards but they should think about the experience. It’s ironic because the content in WoW right now is fun. Dailies give us something new every day, and allow us to experience the world around us and you never know what you will come across in island expeditions, but players are only thinking about the rewards. Players are constantly complaining about “RNG” and how the content is “unrewarding” but the experience should be the reward.
So here is a very important tip to make World of Warcraft more enjoyable:
Forget about the loot, just enjoy the content, and more importantly enjoy it with other players, even if you can handle the content on your own. Don’t rush through the content, mess around in the world, explore a nearby area after completing a world question.
Overall
I am sick of how players praise Wrath of the Lich King even though it started this downward trend when it abandoned its MMORPG roots. Just so it can be more accessible.
I am sick of how the world and gameplay design became overly simple because MMOPRGs were meant to be epic and therefore complex.
I am sick of how the player base doesn’t take anything seriously and how they just want to rush through content wearing costumes and only caring about getting their gear quickly.