As you can see from my history, I’m a supporter of a much improved open world, and I’m more of a single player.
Except that every time this subject comes up, some players try to gaslight me by saying I just want a skyrim. And in the year I’ve been on Retail, I’ve incorporated this idea that maybe I just want to play another game.
Except that lately I’ve been trying my hand at WoW Classic HC. I having never touched that version in my life (I started WoW during the DragonFlight expansion).
And now I’m confident enough to say that I don’t want Skyrim, but elements of Classic HC in retail, because in that version there are exactly the qualities I expect from an open world MMO.
Classic HC is more punishing but less difficult
Overall, this version is much less difficult. Rotations and gameplay are much simpler than on retail. On the other hand, the open world is much more dangerous. Every enemy has to be taken seriously, and attacking several mobs at the same time requires preparation. The result is a much slower pace, with players moving at their own pace.Which has several consequences:
- Each unlock is meaningful
Whether it’s unlocking a flight path, a new skill, a copper coin or completing a quest, all these unlockables are meaningful and progress our character. Increasing your weapon or defence skills, gaining a single level, is a real gain that can be played in sessions of an hour or 5 hours at a time. Consumables are useful too. And that’s exactly what’s missing from Retail. You can unlock a lot of stuff in REtail, but most of the time it’s insignificant. It’s not going to improve my character, or even make my life easier. And even if it does, it happens so quickly that you don’t notice.
- Player Agency
Given that there are so many ways to progress and everything is useful (even professions!), as a player, every day that I log on, I can choose my objectives and my path. It could be finishing a quest. Levelling up. Working on my professions. Exploring a new zone. Earning money to upgrade my armour. I’ve always got something to do, and that’s going to progress my character in some way.
In retail, these choices are reduced to a minimum. For leveling, you only choose the zone and whether you want to do mainly quests or dungeons, with the same goal in mind: to reach max level as quickly as possible. For the end game, everything converges on the instances, to achieve exactly the same goal: increasing your ilvl.
In the end, I don’t have much choice about how I play. End game is the real game. Whereas in Classic, the game begins at level 1.
- Open World MMO
What really shocks me the most is that the open world is alive with players everywhere. The game is so slow, the players’ objectives so vast, that even on Classic HC, even if we share the same goal of reaching level 60, it’s not a race. You have to get there, but being late has no impact on your enjoyment of the game. So people progress at their own pace, and we’re always meeting new players. And it’s good to see that general chat is alive and kicking. It’s an interaction I enjoy when I can help another player I don’t know. Receiving a blessing from a paladin who’s just passing by.
In retail, when I make old content, everything goes very fast. We kill mobs too quickly to “waste” time with another player. Even at hubs, I see players get on their mounts and leave too quickly to have time to write “hi”.
I think these are the 3 main elements that make the open world so much more enjoyable in HC classic than on Retail. Retail’s mistake, I think, is believing that the open world enjoyers would absolutely want to be in the same zone as the instances enjoyers. This poses insoluble problems. How do you give open world players a continuous progression without making the M+/raids pointless?
Classic responds to this by offering a very long leveling experience for these players, where each stage is meaningful.
On the other hand, I think Retail could have potential. There is more content. Pet Battle. Transmog and the whole collection aspect. Some QOL as share loot without grouping.
Blizzard could absolutely sit down for a few seconds and think about a way of making the whole Retail game, every zone, every loot, meaningful. A whole system that could be in another version of the game (another server for exemple : Ironman Retail mode).
Inspired by classic. Classic contains some frictions that I think are brilliant ideas. The fact that you have to buy skills. Having to train with a new type of weapon. The fact that I have to look at grey objects because they can be a way of improving my character.
Making retail a slower, more dangerous adventure, with progression through the whole WoW story, through all the expansions, would make it a great game. Which would of course suit a different type of gamers to those who currently enjoy retails. But Classic shows that there is an audience out there.
It’s a win-win situation. I couldn’t see myself being forced to make instances and wasting the time of M+ players. My subscription time would be much longer instead of being interrupted because one-shotting mobs gets tiresome very quickly.