A bit of an interesting philosophical / design question for your Sunday forum madness, let us ask a curious question about the design objectives and focus of WoW.
Is WoW structured and built backwards?
… and that probably needs a bit of context to make sense.
More specifically, is WoW’s focus on the putting the endgame first and building everything AROUND the endgame doing things the wrong way – in other words, is built backwards by doing so?
The big part of the argument here isn’t that endgame itself being a problem to WoW, but rather how it is handled.
It would appear that WoW has, for probably a decade if not longer, has been solely built around the endgame; more specifically, around raiding and to a less extent rated PvP. These aspects of the game are given the primary focus of the game throughout the majority of its lifecycle, with the only real diversions from being the 1-2 months after an expansion launches as everyone is focused on leveling up again… so that they can jump back into endgame as soon as possible.
To put it as a sequence, it seems to work out like this:
- Decide on what the endgame is going to focus on and build that.
- Figure out the systems which will be working within the endgame and build those.
- Build the systems which are meant to expedite the player’s route to the endgame and provide them the best access to it.
The one catch? The player progresses through this process backwards, and it also automatically assumes that the endgame is what they’re interested in.
This is probably fine and dandy for those who are primarily interested in the endgame, as the “good stuff” by this process is what they’re working towards… though quite arguably they’re somewhat relieved when the tedious aspects are done and over with. The nature and generous addition of various catch-up mechanics also seemed to be focused on allowing players to get over the “boring parts” done and over with quicker as the expansions go on so that they can more quickly hop into the “good stuff”.
… which brings us to the next problem, what about those who aren’t interested in the endgame? It would seem they find themselves in an unusual loop and end up asking this question:
“Why am I doing this boring and poorly designed content? And why is the game constantly pushing me into the endgame content that I don’t want to do?”
Not the best situation to be in, to say the least.
But we aren’t here to just complain, let’s look at how the alternative approach could work out… and why many would think it better.
This would be the different design approach:
- Try to build a fun and engaging leveling experience which players can enjoy from start to finish, only getting better and building upon itself as they get deeper into it.
- Endgame exists as a capstone and extension to leveling content, being a natural extension of the leveling and progression curve. Just as the leveling got better as it went on, the endgame just continues to build on this as well even though levels and abilities are no longer being granted.
- Don’t implement catch-up mechanics, so players have to progress their way through all the endgame content and there’s more to do than just the most current content.
- To avoid the prospect of players being left behind, add a system (constantly active) which allows veteran players to go back into older content and allowing players who are behind to catch up naturally; and a suitable reward/incentive to encourage veteran players to go back into this content. This would also open up a wider pool of content for everyone, to avoid the tedium of doing JUST the most current content. A variant of the current timewalking system, perhaps?
The first three steps of above process was pretty much how Vanilla WoW worked.
The fourth is just an idea for how to keep all levels of content active.
Being the initial launch of the game, the leveling process NEEDED to be well-structured; it certainly had a few faults (not enough quests initially), but the general process and progression was enjoyable to the vast majority of players. The endgame was there, but you weren’t forced into it; it existed as an optional capstone and extension of the leveling content. This trend largely held true for the first two expansions… but there was definitely a slow shift towards the endgame being the “dominant” aspect of the game at those points.
Following the release of Cata (I skipped the expansion, but did go through the leveling process during my return to the game during MoP), the old world was revamped into a whirlwind experience designed to fly you through an adventure… then just drop you into something entirely different, which was the endgame.
This, by itself, may explain why there’s such a strong demand for Classic WoW. It was, almost literally, designed in reverse compared to the current process that goes into building modern WoW.
Looking at one of WoW’s main competitors, I’d argue they too are following that “reverse” process of building upon of what came before rather than starting from the end objective and figuring out how to get there.
Care to share you thoughts and opinions on the matter?
This could make for an interesting discussion.
… provided we don’t burn the forums down in the process.