Um, one would tend to think social media has had the opposite effect, boosting visibility and increasing new player exposure. In fact, Social Media might be the reason Wow (and any other MMO) still has any concurrent subscribers.
If it weren’t for social media, Youtube channels dedicated to Let’s Play, Twitch Streams, ect: MMOs probably be doing much worse across the board.
People’s opinion’s and feelings toward the game are very subjective. No one can define for you, how you experience wow.
Objectivity isn’t limited to opinions and feelings. Objectively, one can definitely assess the game at any point, and make determinations regarding the impact of design changes. You don’t always need metrics.
What’s the impact of making a design choice, when a thread like this (and others like it) grow to nearly 1200 pages? Had nothing about Dragonriding been changed, had the DF client added to base game and level range dropped to 10-70, absolutely EVERYTHING about the DF experience would have been preserved, as we experienced it at DF launch (minus the bugs and updates to make the feature work properly after launch).
AND. AND. This thread would not exist. If people came to make a thread about a different reason, cool. But it wouldn’t be THIS thread.
Right? Without metrics or opinions I can look at 1200 pages of people literally questioning the need for change and the resulting design choices, determine they cooked their own feature, AND I can objectively state the feature was better, prior to any recent changes.
The game prior to cata didn’t experience any significant changes or reworks. Most everything was minor bug fixes, updates, or new features. Up to Cata, your experience of Wow was only going to ‘progress.’
Heck, there were people raiding prior raid content from vanilla and TBC in wotlk, not for transmog, but for challenge. In cata, you could just walk into those raids and 1 shot. The scaling in Cata alone killed that aspect of the game, for that content.
It’s not really a matter of liking Cata less, Wow is a wholly different game experience from the content before it, starting with Cata. That’s where the game started to become truncated and disposable, if you want to know the facts.
If a sudden decline in concurrent sub count, coinciding with a massive paradigm shift in game design, resulting in a reworked/reset game every two years, starting from Cata onward, isn’t enough of a ‘metric’ to determine that Wow was a better game prior to Cata, then nothing is.