I’ve been thinking about why wow is bleeding numbers, and I came to the conclusion: WoW is now a seasonal game like Diablo. Every patch is a partial reset and progress is lost/erased.
I was thinking of the things that truly made me love wow, and realized I no longer cared about endgame content. I did however find leveling quite enjoyable where prior to BFA I loathed it. I came to one simple conclusion: Everything endgame is temporary, leveling a toon is permanent. Here are the permanent systems with their rough implementation dates:
Ground mounts : Implemented ~2004
Flying mount : Implemented Early 2007
Guild Achievement and reward system: Implemented late 2010
Transmogrification: Implemented late 2010
Battle Pets: Implemented mid 2013
Every system released after 2013 has been a throwaway system and offers no replay value. A simple fix to help retain players is make new systems designed to have longevity and evolve with the game such as the wildly popular ones above.
Endgame achievements have always been seasonal. Even in Vanilla, your tier set BiS was negated by the next raid’s loot table.
BC sent every piece of Vanilla gear into obsolescence.
IMO, the impermanent/seasonal nature of WoW is not a detriment to its longevity or it wouldn’t have been around and still attracting millions of subs after 16 years online.
There ARE collectible things that stay relevant forever from the Carrot on a Stick to battle pets and mounts, to mog appearances. The rest has always been temporary and seasonal to a particular tier of endgame content.
I agree with everything you said. It would be nice if they made more of those “carrot on a stick,” things like mogs and pet battles that lasted more than one xpac. Having content that is impactful long term matters.
Why we haven’t gotten any permanent form of player housing is beyond me. Sure, it’s not important to all players, but neither is mogging or pet collecting or mount collecting. It’s a thing that a large % want and/or would use. It’s just one example, but it’s the kind of thing players want: achievements or items that will translate over multiple expansions instead of disappearing at the next content patch.
Honestly the one thing that’s harmed the longevity most is when they decided to design around instances only versus building the world first then the instances inside of that world.