Oh you’re one of those. Let me try to explain it differently then. First off, I have no nostalgia for vanilla WoW because I didn’t play it back then. Secondly, let’s take a look at the definition of passion.
intense, driving, or overmastering feeling or conviction
You can tell through the product of their work that the old devs had this, where as, with the exception of the art team, the new ones feel to be following corporate orders. Did I say vanilla was some perfect game? Not at all, there is a reason I am currently playing retail and not season of mastery or classic era. If you can’t tell the difference between a passion project and a corporate product, then I don’t know what to say.
I think largely ignoring class design/balance was a huge mistake. Ignoring classes that needed dev help, not being upfront about their class design goals.
I played classic when it first came out, and the game felt way more like it was people having fun while making it, as opposed to newer variant of WoW where it feels like it’s being designed to hit certain benchmarks and promote certain behavior. The benchmarks in classic were all player-created. Classes are incredibly imbalanced because the devs thought “Would X be a cool ability?” instead of “How will this effect raid meters?”
This is really vague, and you’re trying to compare people that were working on the game 20 years ago, verses people that have 20 years of development time to look to.
Yet, these new developers are still making mistakes that the old guard fixed years ago.
What the heck does this have to do with gear clipping issues anyway? Class balance, when was the game ever really balanced?
I think most of the people that were really passionate about WoW nope’d the hell out of Blizzard years ago, it’s mostly just people cashing paychecks now or people that are totally fine with things being monetized up the wazoo while their department’s budgets are trimmed down year after year.
Is it really though? Apply that to any other media and it becomes not a big deal. Say you like classical music more then modern music, or movies from the 50s more than modern ones, or whatever other example you want. Why is that not wrong, but doing it with games is?
It was their first MMO, and they did an amazing job for not having a ton of experience then. Just ignore Akston, he loves to be contrarian. Dude hates the older developers with a passion.
Because when you watch a movie from the 50’s or listen to classical music you are experiencing that media as it was, wow rereleased is how it is now with the support and changes we currently have.
A better analogy for you would be eating at the same restaurant now and 20 years later. Assuming all that has changed is the staff you then got your comparison.
I’m laughing because Data Transfer modifier takes like 2 seconds, if that, in Blender to transfer the weights from the model to the accessory (armor in this case).
Blizzard once again just not wanting to pay human fees.
The new development team doesn’t have passion, or at least they can’t show it due to certain constraints being put on them from the higher ups.
Modern WoW is a horribly generic experience these days, the only reason it survives because us boomers are keeping afloat due to sunk cost fallacy and a lot of nostalgia.
I think it is a testament to the older devs that the game has survived this long, if it wasn’t for their passion, this game would be on the trash heap with other 200 MMOs that have released and failed over the decades.
Yeah, that bad game sold 30 million copies up until Wrath and had 12 million subs with its unbalanced classes. Your takes are hilarious and SO biased.
Fair enough point. I was evaluating the game itself more so than the experience, but I understand how mid-2000s tech, mid-2000s culture, etc. effects it being a different experience. Even since I started playing (late 2000s) the landscape around WoW has changed and effected it.