Whether you love them or hate them, GDKP are a constant topic of debate. Blizzard went so far as to ban them in Season of Discovery, and I question how deep they’ve gone into the analysis of this issue?
I haven’t heard good arguments from either side. Both sides either rely on how they feel, their opinions, or the gold buying market (which was a thing before GDKP existed).
Nobody thinks about this topic correctly.
Has anyone asked why? Why are GDKP so popular? Why are they so controversial? In particular, what is it about the game Blizzard made that makes GDKP such an effective tool?
Listen up. Requiring 40 people to get together at the same time and commit 2-3 hours, without breaks, is a huge ask. Those 40 people have to all know what they’re doing, or 2-3 hours will turn into 5-6 hours real quick, and then fall apart into a waste of everyone’s time. Someone also has to organize all this, which is a ton of work.
Originally, the way to solve this problem was DKP. DKP is not a good economy. Nobody uses it any more. Loot council was the next step, which is great for teams of people who stick together to accomplish a greater goal…but asking ~50 people (including subs) to stick together for months or longer is a HUGE ask, and there is still going to be a good amount of favoritism involved, and people move on, etc.
GDKP solves many problems. Let’s just put gold-buying aside for now, it’s an unrelated problem. Let’s imagine GDKP in a vacuum where bots and such don’t exist.
What GDKP does is create a market, supply and demand. It also creates incentive for people to do all that work required to organize and run everything. It also creates opportunity for players to work toward a realistic goal. Anyone can spend time farming gold, and can then join a GDKP as a buyer and get carried. This allows them to not only get gear, but also learn how to raid, and eventually become carries themselves. In other words, it feeds into and builds the community of players that are capable of raiding end game content.
The other paths toward this are progression guilds, which are VERY hard to build, join and keep running, because while 1 person may be motivated, it’s really tough to keep a group of 50 people motivated, hungry and consistent - and those guilds are not usually looking for “newbie who wants to get into raiding” applicants.
In the world of 40 man top tier raiding, GDKP is a necessity for the health of the game.
If you want to get rid of GDKP, then you need to solve the problem in a different way, by changing the way the game works.
Example 1: Make the end-game content accessible to groups of 10, MAXIMUM. Why? Because it’s a lot easier to get 10 friends together and keep them together than 50. Would GDKP still exist if the max raid size was 10? Probably, but it would be a lot less popular, because many groups would rather just put their 10 together and make it happen.
Example 2. Create some other incentive based economic system, built into the game mechanics, that would create the same type of market. Easier said than done, but it basically looks the same as GDKP addons, except the reward for those running the raid isn’t gold, it’s something else, and the rewards are based on having some kind of balance between carries and “buyers” in the raid.
There are more ways to solve the problem, but solve problem you MUST if you want to get rid of GDKP. Simply “ban” them is not a solution.
Here’s the tldr;
Humas are always going to create structures to solve problems. GDKP is simply that, a structure to solve a problem. And it WORKS! Back when classic started, there was a 0% chance you could down Naxx without dedicating your life to a guild, and even then only the most no-life of no-life guilds (like, 50 people with no life) would succeed.
Today, with GDKP, I can casually hop into Naxx once every 3 or 4 weeks, no commitment, because there are going to be a people incentivized to keep those things running and organized when I’m not there, which is a great thing.
PSA
If you’re going to argue, that’s fine, but I suggest coming up with how YOU would solve the problems that GDKP solves. If you offer complaints without solutions, you are not useful to the conversation!
Otherwise, if you think that the only people who should be able to do end game content are those who can find another 49 similarly dedicated people wiling to commit inordinate amounts of time from their lives to play a game, well, that is an opinion you are allowed to have, but you will be in the minority…and I’d also argue that is not a good business plan for a video game company.