I suppose the topic question is a bit counter-intuitive when you consider how much there is in this game with all the content that has been added over multiple expansions… but looking at how the game is structured right now, it definitely feels a lot smaller than it should be.
Luckily, there’s an easy saying which covers this situation:
Water, water everywhere.
But not a drop to drink.
WoW’s current structure, probably starting back with the Garrison in WoD, has become so overly compartmentalized and streamlined that there’s no “world” to the “World of Warcraft” anymore… it’s just a series of randomly chosen mini-objectives coupled with what feels like a meaningless grind for slightly stronger pieces of gear again and again.
There’s no purpose.
There’s no sense of scale.
There’s no more adventure.
Which just begs the question… how did we get here?
As I mentioned earlier, it feels like this whole problem started with WoD… namely, with the Garrison. I actually didn’t mind the Garrison system, always thinking it was a neat place to look around and explore, but I would concede that the biggest issue was that it actually did automate too much (especially early on); in particular, awarding gear for no effort while your followers went on adventures.
WoD’s benefit was the solid gameplay, but the Garrison and shift towards mini-objectives at random locations throughout the world did a LOT of damage to WoW as a whole. The daily quests in MoP were definitely over-the-top and copious, but they did at least preserve the sense of adventure… which was also aided by Pandaria’s great and fantastical world design.
Legion is a bit curious, as it’s largely an evolution of the systems introduced in WoD. World quests are a step up from the previous mini-objectives, and tend to be more focused and giving more variety. The key difference is that it DID re-capture that sense of adventure and help the world feel bigger again, in no small part thanks to the class-specific campaigns, the (somewhat) unique artifact questlines which sent you all over the world, and a grand narrative woven into the Suramar zone. The artifact system also gave the grind a sense of purpose, and the gameplay felt like a genuine improvement from the already-solid WoD.
… and now we have BfA, which feels like a DEVOLUTION of the systems introduced in Legion… and all-around less interesting. Easy examples are ALL the world quests take longer to complete (what awarded 7-10% of a bar in Legion awards only 2-3% in BfA), and the Heart of Azeroth doesn’t provide consistent progress (traits and extra effects every few artifact levels instead of each and every one, not to mention the whole RE-earning of traits on Azerite gear). And to top it off, the gameplay was horrendously butchered for nearly every class and spec in the game.
But this seems to draw away from the key point… I’m talking more about systems, not the world or the game anymore.
WoW is no longer a giant, sprawling adventure.
It’s a bunch of systems to slog your way through.
No wonder players are unhappy.
This brings me to one of the strangest counterpoints to the modern version of WoW:
WoW Classic
Looking back, I’m fairly confident players will notice rather quickly – it’s a grand adventure. Maybe not the best-presented narrative, but it definitely is an adventure worth going on through a colossal and wide-spanning world.
The secrets may have been found, but I think people will find that there’s been enough time that they can genuinely spark that sense of wonder at the sheer scale of the game that is the World of Warcraft.
It will be a bigger game, with more to do in it. It may be simpler, but the world itself will be more than enough those that want to explore it.
… I just wish there was a good explanation as to why the current iteration lost it’s sense of direction.
And probably rambled on a bit long here… may have lost track of the point I was going for in the beginning.