TL;DR - For me, it’s the lack of imagination and innovation that is hurting this game right now. It’s the difference between King Kong (1933) and Star Wars: Episode IX. The 1933 version of King Kong was innovative and imaginative, in its day. But imagination and innovation progressed to the point that the Star Wars movies are pretty much the standard for sci-fi. Imagination and innovation in World of Warcraft, however, has not progressed much since mid-Wrath. Things have been tried, but only half-heartedly and poorly implemented.
Reading through most (not all, I’m old, I don’t have that kind of attention span any more ), I see good points in literally every post. And while I agree with many, many of those points, for me there is one over-riding reason why my interest has waned mightily over the years.
Lack of imagination and innovation.
The biggest example is personal flight. When it was introduced in TBC, a new type of content came with it – the netherwing drake quest line, Tempest Keep dungeons and raid, Throne of Kil’jaedan, Socrethar’s Seat, etc. It even enhanced wPvP by allowing us to more rapidly get to the scene of the fight in Hellfire Peninsula (and later, in Southshore, Crossroads, etc.) by landing at the nearest flightmaster and leaping into the air to go straight to the battle. In Wrath, half of Storm Peaks and all of Icecrown wasn’t accessible until we reached the point where we could train-up Cold Weather Flying.
But it was implemented poorly, and I attribute that to a lack of imagination and innovation. We were able to get to the fights (whether PvP or PvE encounters) quickly, but most of the engagements were on the ground. In-flight combat was not available except against certain NPCs that we were thrown up against. That (help me out here, my memory isn’t perfect) was one of the features of Eye of Eternity in Wrath. It could have been carried over into PvP so easily by adding the ability to player-controlled characters. Think “medieval combat” where mounted combatants went at each other, knocking your opponent off the mount but combat still continued until you, too, were dismounted; only THEN did it transition to ground combat. NPCs were given the ability to dismount us, but not OUR characters. Oh, sure; we had Occulus and Wyrmrest Temple dragon-to-dragon combat, but that wasn’t “us” in combat, it was the dragons fighting it out with us just along for the ride and selecting what ability our dragon was to use.
Imagination and innovation would have given us the ability to fight each other while mounted, instead of reducing every PvP encounter to ground combat only.
Questing … from captivating, compelling, challenging quests structured so that we WANTED to do them, became MUST DO them as the main driving force. They became mundane, lackluster, a grind, unimaginative, with absolutely no innovation whatsoever behind them. A treadmill instead of a cross-country marathon.
Each of the points y’all have brought up in this thread are (with rare exceptions) valid and contributed to the state the game is in now. But to me, the underlying reason for those points is that the development team ran out of ideas, lost the ability to logically progress a feature to the next level, and has simply gone to pushing “something” out the door to keep the sales and subscription fees coming in. And one of the most SIGNIFICANT reasons that has become the norm, is that we have lowered our standards and now accept mediocrity where excellence used to be the measuring stick.
I have more examples, but this post is long enough already.