My take on the decline of WoW

What caused WoW’s decline?

TL;DR, Dailies and raid tiers.

The actual answer, the relationship between the WoW subscription model and itemization.

RPGs have one universal trait among them that seems to be present in all games; periods of growth or tests of strength.

The interaction between both periods of growth (pogrowth) and tests of strength (tostrength) is complex and complicated. They can be intricately woven together, and vital towards the accomplishment of the other. What is true though is that they are distinct features from one another. If you were to ask someone what is a pogrowth and what is a tostrength, most people would be able to identify the difference. (*Note, individual player skill is separate from these two classifications.)

Periods of growth can be identified as the “workhorse” aspect of RPGs. It offers significantly less in entertainment value, but is incredibly rewarding and immersive for the player. Players are naturally drawn to this style of gameplay (most commonly utilized in Sandboxes) as it often drives a player need for accomplishment. While rewarding, this aspect of gameplay is often time consuming and quickly dropped once the goal has been accomplished. Players tend to minimalize their time in this state.

Tests of strength involve risk, an attempt to prove one’s ability to overcome a challenge, usually from effort accomplished by pogrowth. This state is likely the most entertaining as it involves challenging battles, player versus player combat, other similar events, and could be considered a more vindicating experience.

How does this pertain to WoW subscription models and itemization?

Subscriptions are payments over time, more time subscribed is more money. There is a direct financial incentive to keep players playing longer. Thus gameplay is designed for retention; dailies keep players coming back each day, reputation keeps players for the duration until they reach maximum reputation gain. Even command command tables are designed to increase time played. This is commonly known as the “Rep grind”, and is specifically designed to keep individuals playing regardless of entertainment value. I suspect a majority of the player base can attest to the damaging effect of dailies to gameplay enjoyability. What players may not understand is the damaging affect this has on raiding.

(*Note, before I make my next point I want to make it clear there is a popular theory that WoW failed because it catered to “casuals” and not “elites”, this is simply
a bigoted take on the matter and will not be taken seriously.)

The “Golden Age” of WoW (TBC + WotlK) is thought to be the best time to play WoW, both story-wise, community, and gameplay wise. Regardless of how true this statement is one thing is true. WoW’s subscriber base increased substantially from TBC to the end of WotlK. The most notable aspect is the rise of subscribers even with a low percent of the player-base playing “end game” content. Why did popularity soar even though end game was available to a small percentage of players?

This is because raids were treated more akin to tests of strength rather than periods of growth.

Blizzard at the time was trying to figure out how to make content more accessible, they changed three mechanics:

  1. Dailies & Reputation grinds, to allow catch up mechanics and for special gear enhancement.
  2. Raids were given multiple difficulties, thus changing focus from tests of strength into longer periods of growth.
  3. De-emphasis on crafted itemization.

These three changes were specifically designed to funnel new and old players into raiding. In this regard it succeeded, more players participated in various forms of raids (eventually with the implementation of LFR).

This came at the cost of other important aspects of WoW. Dungeons became stepping stones. “Story” was implemented in large (and admittedly cringeworthy) amounts to compensate for the lack of immersive gameplay outside of raids. Crafting professions became niches to fill, rather than important gameplay that sustained the game economy. Tests of strength became grinds, the most entertaining aspect of WoW became the part people wanted to keep limited.

The fun tests of strength were thus transformed into grinds. The periods of growth were turned into soulless slogs.

If WoW wants to grow it needs to turn away from uninspired dailies, and grindy “tests of strength” (more like periods of growth) such as multi-tiered raids. The pogrowth need to be interesting aspects of gameplay, not daily slogs. Crafting is one way WoW did this in the past, making craftable items not just meaningless stepping stones, but actual end game items that represent something important.

My advice to Blizzard’s developers is to understand that raids are not the end-all-be-all of WoW. The game is valuable outside of these, and that you should care about the periods of growth being a meaningful experience in an RPG as much as you care about the tests of strength. Developers should also keep pogrowth separate and distinct from tostrength as they are able. Though completing a tostrength should be rewarding, it should not turn too heavily into a repetitive grind else the player will be conditioned to dislike it.

Make tests of strength vindicating, and periods of growth a meaningful, rewarding experience. (Maybe cutback the filling dead air with story, too.)

As a player since the beginning, that’s my analysis.

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Losing Metzen.

When Metzen and Morhaime departed, everything I loved about WarCraft went with them.

The Heart & Soul of Azeroth left the building when they did, and it doesn’t look like they’ll be returning.

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Like everything, the decline of WoW us just age, my man.

WoW would be starting college soon.

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i would normally laugh but … in general the trend is downwards…

if it keeps going that way there’s only one destination.

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That’s a very emotional take but Metzen was still part of the team during Cataclysm, MoP, and WoD. Yes he was a very important figure, but not the only figure.

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I had no issue with any of those expansions. In fact, Mists of Pandaria was my all-time favorite expansion.

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To be clear, the only expansion I hate is Shadowlands, and I only hate it because there’s no Archaeology and there’s barely any fishing and new character slots weren’t added.

Doesn’t sound like much if you’re a raider, but that’s all the content in the game for me.

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MoP was good and I would take the overbearingly gaudy writing of Cataclysm any day over what we have now

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Even if that’s your subjective take on it, objective data shows players left during Cataclysm and had an all-time low during MoP. WoD started strong but quickly fell off.

Metzen’s lore is great, but Metzen’s lore cannot make up for poor gameplay choices.

In addition, if you dislike Shadowlands, this is the culmination of said game practices.

Read the article, it’s important.

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Sigh, here we go again
Reasons WoW lost subs after Wrath include:

  • The end of the Warcraft 3 storyline, big draw for a lot of people
  • Imbalanced difficulty in raiding (10/25 especially)
  • Rise of social media - took away from the “social aspect” I hear so much about
  • Rise of other MMOs
  • “critical mass”. There’s only so many MMO players. Eventually your gonna peak.
  • Ability to socialize in other games. Lots of games fit that “MMO” bit, even if they aren’t MMORPGs these days
  • Revamping the old world, alienating some older players
  • archaeology being tied to player power
  • Burn out. Players want change eventually, and as I said, they had a lot of other options by this point and that’s more true now than ever…
  • Cash shop, gametime token, the cosmetic crowns, activision’s influence… [list goes on]

And that’s without going into more recent issues like “borrowed power” “abandoned systems” “Garrisons - impact on economy/no reason to leave” “fixing things too late, with too little… (Legiondaries vendor, corruption vendor)” “conduit power” or any of the story changes.

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I used to think server sharding and what not had a lot to do with it. Kind of lost that sense of a community once it happened.

Or at least that’s what I thought it was. Then I realized the internet was still in its early years. People on the internet were different then, and it made the game different. Sadge.

I also have trouble remembering it without rose tinted goggles. I probably spent 70% of my time in WoW sitting on a bridge in Iron Forge during Vanilla and BC. In WoTLK I was probably jumping around in front of the bank or something.

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It is what it is and always will be- a never ending game until you yourself decide to unsubscribe~

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Becoz people then were new to the internet. And MMO is also new. When they tried it, they were amazed.

When Cata came, that’s when people realized that they have to regrind again. They realized that MMO is just a game of grind.

Look at the new generation of new players. They are turned off to grinding game. They hate games where you have to dedicate time for it. They want a quick game… Go in, play and get out. And that’s not how MMO works.

MMO is a dying genre. It’s thriving only for real gamers. New generation players are not real gamers. They are lite-gamers… not serious. They play multiple games… get in and get out. Not just 1 game to immerse a significant percentage of their time.

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  • rating gates on pvp gear
  • new overly important systems that get thrown out every expansion
  • alt unfriendliness

DF looks like to be welcome change for the above.

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As long as the younger generation play games. They are gamers. Just because they don’t play grindy games doesn’t make them less of a gamer.

Getting in and out of a game is a good thing the way I see it as it makes them see games as tools for fun and not unpaid jobs.

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im convinced this game will always be around.

things been “dying” for 10 years and somehow i always find enough content to enjoy

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More stuff to do and more accessibility. Truly the death knell of any game.

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“It’s thriving for only real gamers.” :woman_facepalming:

I do not blame the thousands upon thousands of ppl who want to hop on and be viable at the start.

Not doing week(s) long snorefests to be viable. Dealing with rng and all that junk.

I wish I could log on to WoW and play random bgs and be viable at max level w/o the lame grind. I want to have fun when I log on.

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Some players hate to hear this, particularly Wrath babies, but it must be said…

By the time Wrath of the Lich King came out, WoW was a fad. It was pushed hard for young players, and it had just enough edge to grab them. Shortly after, some kids left and never bothered to return. They wanted to see what the big deal was, they played for a bit, and left. There were a lot of them in my guild back then.

When Cataclysm came out, Blizzard leaned back into the ‘business as usual’, and a bunch more realized that they weren’t cut out for actual RPGs, they wanted the easy glitz and praise that came with the tail end of Lich King.

MoP nuked the super edgy people, who couldn’t see around Pandas. There were others who couldn’t wrap their minds around the game not being entirely Euro-centric.

The real problem was from the fad riders who stayed. When WoW hit its fad peak, being known as a raider was the social currency of the realm. Soon, if it wasn’t a raid, they were pitching fits. Over time, Blizzard leaned heavily into the raid lifers.

Then WoD happened.

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Activision - Their main focus is money, over everything else. I don’t see it getting any better with Microsoft and their string of failures.