Why? That was the only part relevant to dungeon design. The other one’s a player preference that has nothing to do with design budget.
The issue for me personally though, isn’t the investment time in raids vs. dungeons. It’s the size of the raid and the time it takes to get through it all and the coordination of a large group that I like. Dungeons are fine a couple times, but they get cleared the first time you see them, they’re tiny, the group coordination is limited because the group is a quarter or a raid.
Investing more time and money into a new set of 10 dungeons every patch isn’t going to make me like dungeons more than raiding.
I think you’re making a conclusion in the last part that’s completely informed by Blizz’s current budgeting/design choices, and isn’t really considering what would happen with more “investment”.
First, obviously if they invest more into new dungeons, you’re right that it’ll address that concern, and it will be more tolerable. With greater “investment” though comes the potential for actually complex dungeon design. Right now most of it is an afterthought; trash makes much the majority of a dungeon’s complexity and time spent versus raiding where the emphasis is on the bosses, whether that’s oneshottable bosses or 300+ pull bosses. Mythic+ is an environment they’ve chosen to build purely around speedrunning, which doesn’t leave room to allow people to have to learn/err in the same way - the concept of being stuck at, say Lord Stormsong, and having to devote time to strategise and progress is alien because they haven’t invested much effort into design complexity, and just slapped a timer, some health/damage scaling and a few generic affixes to create “difficulty”.
On top of that, dungeons are integrated into the levelling/initial gearing system, where raids are not. Dungeons are tiny because Blizzard designs them to start small, and be puggable before level cap (for a bunch of them), and most people’s first experience with them is there. By contrast, raids are something people experience as an “endgame”, after they meet certain gear requirements or w/e, and the easier versions (e.g. LFR) are pared down from Blizz’s starting point. Moreover, they try and keep it so that “raiders” don’t have to step down into those mode. Back when I raided, we basically did our obligatory Heroic clear, with maybe the last boss taking effort, while we waited for Mythic to unlock in week 2 to really START our raiding content for the patch.
Imagine if easymode raids were part of your levelling and gearing experience, and raids were designed such that you weren’t doing one raid, but hopping in and out to do separate easily-farmable wings. And you were speedrunning each wing to get loot, and starting over if you didn’t make the timer, and the raid was designed around that behvaiour. That’s probably change how you view “coordination” or “epicness” of a raid.
Even when taking a “big, expansive dungeon” like Operation:Mechagon or Return to Karazhan, Blizzard breaks it down into smaller chunks so that it feels tiny and fits within the speedrun system, rather than actually leaving it to be a uniform, more complex experience. Investing in dungeons wouldn’t/shouldn’t be just about slapping on 10 new forgettable dungeons every patch, and we shouldn’t think of it that way.
And that doesn’t make raiding “better” by any objective standard, just like the people who find raiding as boring as I find dungeons don’t get to declare dungeons “better” by any objective standard. They are two different things that appeal to different players for different reasons. Finding the way for them to coexist successfully as endgame options is much better than trying wage war on people that like something different than you and have their content eliminated because you don’t like it.
We’re agreed on that point. I think we can throw PvP into that mix as well. People will prefer what they prefer, for the reasons they prefer, and that’s valid.
Where Blizzard are erring is twofold:
- Because they invest in, have more passion for, and develop raids more, and they’ve publicly commented about needing to justify this to bean counters, they want to support raids, or make sure there’s a mass of people incentivised to do raids, to justify that investment.
- They’ve often done this by limiting the rewards of other game modes so that people feel like they need to go raid for the best rewards, and that’s basically what this thread is about.