Everything Has A Consequence

Most of us have heard Ion talk about game 1 vs game 2. Many of us have spent a LONG time playing game 2, which Ion claims is a player-created problem that devs are not responsible for. I would beg to differ.

If you’re not familiar with the reference, Ion Hazzikostas gave an interview a while back referring to “game 1” as the challenges of getting your group together to down a boss–something the devs are responsible for accomplishing in the design of WoW. He then points to a “game 2”, that he says is player-derived, and involves the pursuit of better performance through player power progression. It’s why end-game essentially boils down to parse analysis and class optimization strategy. It’s where BiS, stat priority, raid/group composition, and class/spec rotation perfection come from.

If it doesn’t occur to you immediately, you’re not alone. But, for those in the know, everything I just listed are all features of this game that come from and are controlled by game developer design. As a player, I cannot choose what item is BiS for a particular slot, because I cannot craft items directly and choose what stats go into that item–until very recently with the inclusion of item crafting missives. But, crafting an item typically involves making a choice between diverting time and energy from “game 1” to farming mats and finding a crafter to save gold, or spending (sometimes quite a bit) gold to forgo that labor in exchange for someone else’s time and effort.

Similarly, raid/group comp often defines a “meta” composition that we’re all too keenly aware, sometimes makes our preferred class/spec obsolete for an entire season (at best) or expansion (at worst). Players spend considerable time deciding what class/spec they’re going to main each period (with the exception of die-hards), only to feel duped weeks later when capricious dev overlords find favor with another spec or class and tune your choice back to the F tier.

Class rotation is probably the closest players will ever come to being in control of their own creative destiny when it comes to optimizing performance. Learning when to hold a spell and how to squeeze every last ounce of dps or survivability or healing out of the buttons you have at your disposal is the responsibility of every player that wants to achieve greatness in “game 1”, and as a corollary get better at “game 2”. HOWEVER! You can spend a lot of effort and time perfecting rotations, learning dungeon or boss encounter timing, and group/composition interactions only to find again, that devs retool how your class or spec works. It only takes a small tweak in some class rotations to significantly impact whether using one ability over another is optimal, or even including another ability is worth it at all.

A recurring theme throughout many WoW player’s tenure in this game has been to decry the manipulation of devs in how the systems of the game operate and what it means for each players’ individual success. Making changes to class and spec performance mid game is tantamount to changing the rules of chess right before declaring the checkmating move. It can essentially invalidate everything a player has worked for–either in reality or in the perception of the player who recognizes they’ll have to make changes that render their previous effort obsolete.

Player agency is paramount to individual success and a feeling of accomplishment when considered in the mass aggregate of an MMO. There are simply too many factors with too many differing opinions to try to design a singular game that fits every fancy. That, I assert, is why Blizzard seems to never be able to get ahead of the ball. We’ve all been on both sides of the supporting devs when our hand is declared the winning one, and on the side of wanting to burn the building down when our winning hand is declared not.

If you’ve made it this far, congratulations! This was a particularly long read for a forum post. I write here occasionally, not in the hopes that some dev will read it and go “hmm, that’s a good idea”, but as a sort of self-analysis towards why I find myself continuing to play.

I really, really enjoy this game…when it’s enjoyable. That’s usually when I am rewarded for my effort. But, that’s my playstyle. I’m a rewards-based player that doesn’t want to play for the challenge or achievement. I’ve got plenty of that in my real life. I come to this great game for satisfaction in playing an entertaining game. When the rules constantly change, or the difficulty is constantly ratcheted up or down to try to control some variant of player power progression, it’s just not fun. I understand Blizzard is a business and they’re in it to make money. I’m happy to pay it…I have been for 20 years now. That being said, I’m certain when I assert that I, like many–if not most players–can tell the difference between trying to balance a game for the entertainment value, and when devs are making calls to arbitrarily stack the deck against the player because they’re watching the stock value on the ticker tape or concerned about whether we’re going to re-sub at the end of the month.

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It’s mostly that theyve chosen to prefer to design for game 1 than game 2. I agree that you can’t wash your hand from people playing the game the way that it feels intended but players also are prone to exaggerate the differences.

This isn’t chess, or some perfectly balanced game. And while you could compaŕe the pieces having different abilities : “no kings rule forever”. The terrain in wow is also everchanging leading to specs/classes to excel depending of the challenge.

It certainly is a challenge to balance considering those criteria and yes they can still do better. But again it often comes to a choice, I wolly personally prefer they do more balance because I think way more players would prefer to be able to play what they want rather than try to cater to the extreme of letting some specs be op for a whole patch in favor of fotm rerollers.

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I’ve definitely been known to do that…on occasion…cough cough

Well said! And I really couldn’t agree more. As frustrating as it is to have your class fall in the tier list, it’s also refreshing to watch your class rise. Being a player that accepts they’re not the only player in the game is sometimes a hard thing to do. The whole point of games is to present a fair environment where either/any player can “win”. It wouldn’t really be a fun game if you beat everything easily, and topped the meters with little effort, and won every loot piece every time.

I think on the face this is right. At the same time, I think most players don’t take time to consider what a truly “balanced” game would look like. If every class and spec could hypothetically perform at exactly the same level as every other, it would technically fall on the individual player to ensure they’re playing their respective class/spec to that singular, optimal level.

I say that last part because it should become apparent that, no matter how you develop WoW, “game 2” will never go away. Balancing doesn’t get rid of “game 2”, it just resolves it to a singularity of performance that every player is suddenly measured against, regardless of spec or class. I think that would do more harm than having the current predicament of unbalanced classes. At least now players can cry foul play because one spec does better in ST while another does AOE, or one class has to ramp while another does sustained, etc.

Even the examples I just gave seem to point to the impracticality of balancing classes and specs. Balanced for what? Everything? Good luck. At the point that everyone does the same damage, healing, or tanking, what differentiates one class or spec from another–other than the visuals that happen when you hit each button?

Been saying it for years. The only problem is ion.

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The same things that differentiate them today. Theme, aesthetics, lore, playstyle. People will always have preferences for things outside the basic mechanical workings of the class.

Blizz could balance all classes if they wanted to, it wouldn’t be terribly difficult. I think you were on the right track there, the question is why don’t they? There could be lots of answers to that, some more cynical than others.

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Just like there is no such thing as a one-size-fits-all solution, there is no such thing as a one-stop point of origin for all your problems. Yes, Ion is responsible for deciding the overall tone and direction of the game at each inflection point. No, he is not deciding every lowest-level point of stat weighting, talent tree configuration, etc. that individual devs have responsibility for.

I think a better way of pointing to the failures is to say this: the current and most recent approaches seem to be in a better direction, however the status quo still seems to be lacking from the perspective of addressing the root cause, rather than treating the symptom of the problem.

No amount of tweaking class balancing, or gear acquisition, or content difficulty is going to solve every player’s problem with the game. Giving the player more agency in how they play the game might not either. What it will do is shift the onus from devs (which you can’t really place it all on them either) to the player. Not enjoying the way your playing? Play differently knowing that the game isn’t intentionally getting in your way because of time-gating, or power progression limitations, or balancing.

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Brevity is the soul of wit OP. Too long, didn’t read.

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The TL:DR is this: every decision has a consequence. Balancing all classes has consequences. Blaming devs has consequences. Having more individual agency has consequences.

Are we thinking about those consequences when we rant angrily on a forum (that’s not even monitored by devs), when we ask for certain things over others? Because a lot of devs spend a lot of time doing what we ask, only to get yelled at for doing it…

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Ya I try to take big picture into consideration whenever I lean in on a topic.

And yeah, devs are people.

Thanks for the tl;dr.

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Ion saying he’s not responsible for game 2 is as clear as day, a deferral of responsibility in modern times where accountability isn’t a metric any longer.

When you make the rules that apply to you, you get wacky bs like this.

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Playstyle is probably the biggest factor to a lot of people, but you can’t have playstyle differences and perfect balance.

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But, Ion is a WoW player as well. So, one could argue the “rules he’s making” actually do apply to him…unless we discovered the devs characters weren’t beholden to the same rules as ours…duh duh DUH!

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watches the interesting philosophical discussion from the “so unoptimized I don’t even notice the effects of balance patches” bleachers

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Well said! I can’t tell you how many times I’ve introduced new players to WoW, and when they ask “what class should I play”, my response is it doesn’t really matter. Every class and spec, literally every.single.one can be boiled down to the same ~10-15 buttons.

Builder. Spender. Aoe. Short CD. Long CD. Interrupt. Enemy dispel. Friendly dispel. Group buff. Movement increase.

Anything else besides those (and maybe one or two I forgot) is essentially just a flavor add that does the same as another button in the same category. Some classes have two builder/spender systems (think runes and runic power). Some classes have multiple aoe buttons (think mass aoe vs cleave). Some have multiple friendly dispels to cover a better spread of player debuffs.

Even temporary group buffs like bloodlust (long cd), or battle shout (group buff), or mass dispel (it’s in the name) are just variations on the theme of the standard game player mechanics.

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You can. We would need to know what the definition of balance is to start right? But you could come up with a way to balance all classes within a set range. There is already a system that dynamically scales players against content based on player level and ilvl right? You expand that idea to scale players based on their class/spec.

Blizz already has all the data, they know compared against their definition of balance that spec X performs above or below that line. They could dynamically scale everyone to within whatever margin of error they want. You could break it down with different scalings for raids, dungeons, arena, battlegrounds, even down to scaling differently by encounter within a dungeon or raid. The granularity could be whatever Blizz wants it to be.

And class design becomes irrelevant. They could design classes based entirely on thematics and adjust performance algorithmically.

Not having class balance is a choice they make. The question again is why don’t they do this?

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Honestly, sometimes ignorance really is bliss. I wish sometimes I could be the new player without all the baggage of experience playing this game since vanilla.

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for the other 97 percent of the playerbase, we enjoy player and power progression. crazy how that works. human nature is what sets the meta. it doesn’t matter how close they get classes meta and bis will always exsist. farming and making gold to buy things is essential to rpgs for most of the games playerbase.

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meta and bis are player made issues because you dont need either one to complete content. its player made issue that demands players use cookie cutter specs. yes the made certain item bis or set the numbers for the meta class. but that doesn’t change the nature of those issues being player driven. trying to act like a victim and blame ion on a personal level just shows the type of person you are.

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The question is what the definition of “range” is? Mythic+ is dynamically different than raid. Normal is different from Heroic is different from Mythic raids. The number of trash mobs in an encounter, the ease/ability to pull multiple trash packs together, and whether an encounter includes a single target or multiple creates different “ranges”.

If you’re referring to parsing, ask any high-level raider and (if they’re telling the truth) they’ll tell you that someone can stack a group to get a pink parse. Even your groups performance as a whole significantly impacts your individual performance (e.g. I’ve had to point to fight duration in parses people use to compare their performance because a fight that lasts 2 minutes can’t objectively be compared to a fight that lasted 7 minutes).

They literally do that right now. That’s why the adjustments they make are what they are. They’re analyzing meta data on scaling factors for each classes rotation and tweaking percentages to upscale/downscale the overall dps. It’s really not as easy as it sounds.