I’m quite happy with TWW so far, and I’ve accomplished that feeling by not doing any PvE content outside of questing and levelling. When you take the annoying min/maxers and remove them from your gaming experience the game becomes so much more enjoyable.
If they had internal testing with NDA’s that they actually paid attention to they could deliver us a surprise that is still less bugged than the “saw it a month ago on youtube” experience we get now.
Might even make the $90 mount they drop afterwards go down less like a piece of broken glass.
I don’t think smelling roses is a consideration at all. It’s all about limiting the progress players can make in a given time period in order to get them to subscribe longer.
For me, it has nothing to do with age. The game has been my refuge from life. I come here to enjoy the artistry, beauty, community, and destress from life. Playing wow helps distract me from everyday life challenges, and usually gives me the respite I need to think creatively. None of that ever gets old.
I think the most obvious reason is because it’s being written by different people than the original was. If you asked 10 people here to plot out the next expansion of WoW, you would get 10 different answers; and all of those answers would be different than the answers that one of the original writers would give.
There’s a pretty substantial difference between just lasting and still being on top for two decades. Everquest is still around but is basically a shell of its former self. There’s more to it than just sunk cost fallacy. Why then aren’t other mmos experiencing it like WoW?
I said people who want to wait 40 minutes in a game for a boat to take them somewhere purely for immersion purposes are.
There’s still reasons to go out. Farming materials, daily quests, traveling to delves. How is that any different than before? You have more reasons to go out into the world now than you did in vanilla.
No, it’s just been streamlined. TWW had a nice campaign progression that took you through the zones and had a coherent, cohesive story. What was the journey in vanilla? Scrambling around trying to scrounge up enough quests to hit level cap? The experience now is infinitely better.
You ever play a great game when you were younger–A really great game that had your attention for a long time? And then at some point you got a little bored or something was a little too difficult so you turned on God Mode and then ran straight to the last boss and beat everything in a hour and then you were completely bored with the game afterwards? That’s exactly how this game is starting to feel to me.
The idea that every player should have to figure out everything in the game for themselves is beyond unrealistic. Even those who are really good at doing that will only figure out some of it themselves. And anybody who’s not a talented theorycrafter, exceptionally talented, and a fast learner with lots of experience in how games in general and how this game works will be so stuck they won’t even know what questions they should be looking for answers to.
When I was a “young gamer” Pong was the only video game available.
100% agree.
You can see it in the thread, but it’s a good example of how people don’t understand 20 years of experience vs 0 years of experience in the genre.
When you’ve been playing the same game for 2 decades, you are no longer entertained by seeing an empty cave for the 150th time. You gravitate towards min maxing because that’s the only thing left that gives you the dopamine hit.
Same here. The “kids” have grown up and are having their mid-life crisis.
This is a very privileged and ignorant view point, the only duty any game has is to teach you the controls and tell you what direction to exit the starting area. After that it is your choice on how to progress, if the game is linear it will nudge you in certain directions, if the game is multifaceted it will quickly teach you there is no incorrect way to progress.
The game still feels like WoW to me and I’ve been at this most of the last nineteen years.
Ditto.
“We didn’t remove the journey, we just streamlined the journey.” That sounds like the same doubletalk everybody is getting sick of these days. There’s not a single mob in the open world that is a threat. There’s not a single quest in the open world that you need a group to complete. There’s not a single place you can’t physically get your character to in less than about two minutes. You can click three buttons and be automatically grouped and teleported to a raid boss.
The quests aren’t engaging, they’re a chore. Sometimes they’re a literal chore–Like cleaning the muck off a building or tunnel. Enemies in the way of quest completion aren’t a threat, they’re an annoyance. There is no risk. The open world is dead. D E A D. And that’s a shame because the world is graphically beautiful and the storytelling that’s conveyed by the world they’ve built is beautiful and rich. Kudos to whatever team does that. But whoever is responsible for the daily questing stuff and the reward structure has damaged this game.
Given enough time, players will optimize the fun out of a game.
I’ve started to treat this game the same way I treated Fallout 4, I didn’t really appreciate the main story of Fallout 4 so I’m making my own.
I am now a radicalized follower of the Sacred Flame and all Horde will feel it’s righteous burn.
I feel like people keep trying to use this talking point, but it falls apart because I’ve played Classic WoW and can pinpoint a lot of the real, tangible issues in the game design which have come up since then and do not exist within Classic.
People don’t play Classic like people played Vanilla, is the thing.
And that’s something that’s missing from the game–They idea that there are “unknown unknowns”. Turn a corner and you might discover something new.
It’s not a bad thing that somebody doesn’t figure out everything. That’s what keeps people enamored.
But creating complicated crafting systems doesn’t count, that’s just frustrating.
- Data mining / large open PTR ensure that nothing is actually “new” when released. Wowhead has a guide to everything before day 1
- Transmog ensures that everyone looks cool, and thus no one looks cool
- Saturated mount pool, everyone has a cool mount therefor no one has a cool mount