I really appreciated how he started the video off and he made some really great points in total. In particular I agree the design changes around the AP grind (I.e. where it’s done, and how it benefits you vs legion) seem worse than last xpac.
Where he falls short for me though is in his criticism of decisions he believes were made for certain reasons. I think it’s fair to say that none of us truly know these reasons and when the devs communicate their intent we should, at a minimum, be willing to believe they’re telling the truth.
An example that stuck out to me was Preach’s notion that “rewards come first before gameplay” in the minds of the devs.
There have been instances of the devs stating they have to be careful of tieing rewards to content to avoid incentivizing it purely through reward rather than enjoyment. The PvP system changes in legion and the discussion surrounding them, as well as the changes made are a case-in-point.
In his video he displays a quote explaining Blizard’s thought process when making these choices. Preach refutes it with his points about AP grinding, suggesting they’ve tied the system to islands as incentive to do them . He then goes on to essentially argue against his points with his takes on Warmode and how the devs did not incentivize it enough through rewards…
Which is it?
While I agree that the AP grind isn’t as varied as it was in legion, I don’t agree that they’ve tied that system to islands as the means to incentivize them. We should be willing to believe that they are taking chances and attempting to innovate. Sometimes they get it wrong, saying that would be fair criticism. Pretending that they’re flat out lying about their intent isn’t fair at all and that cynical take on the issue really overshadows all the fair points he made.
To me it’s pretty apparent that islands were created and developed as a stand alone system, with a lot of attention to detail, a very robust reward system (seperate from AP) and a lot of unique assets made strictly for them. That said, people don’t seem to appreciate the secrets of island rewards. That’s something the devs have acknowledged. Secret finding isn’t for everyone and they’re changing how rewards are earned.
It’s only fair that moving forward I would expect to hear far less longing for days of old when “everything wasn’t already known” and “you couldn’t just google the answers”. It’s plain to see that mystery is no friend to the average wow player, at least when it comes to potential loot.
Warmode on the other hand, is a departure from the design style were used to in WoW. It’s largley a “sandbox” feature, a lot of work was done to implement it but a ton of assets and resources were not poured into it. That seems like a design choice to me though, not an overshight. Part of what makes player driven content engaging is the lack of confined goals/rewards. If they put the whole system on rails it might have more engagement, but would that be because of the reward incentive?
Ignoring the rewards issue, I personally agree Preach’s main points about Warmode though. More could be done with it, specifically with the bounty system and world quests. Again, it seems like the devs wanted to take a chance and implement something new. I am hopeful they will see feedback and continue to iterate. Bringing back the PvP WQs specifically as Warmode only options is a really great idea Preach touches on and I’d Lovett see it happen.
Finally to what I think is his best point. The open world, and what seems to be a lack of things to do in it. For me, the start of the expansion is when I would expect the open world content to be most meaningful. With only the initial installment of raids and dungeons at launch, world content should be at its most competitive. I know that Ion’s quote about progressing past WQs was specifically about the rewards not the WQ system or zones themselves. Because they are so closely tied together though, it does make me feel like the zones are disposable which is a shame.
I alao agree the WQ system feels much more shallow. This a system where rewards are really the only incentive. Doing the same quests over and over is not an inherently fun activity. I know the idealists would point to quests that have provided years of enjoyment and say “that’s what they should aim for”. I mean, I loved clobbering lazy peons with a blackjack for years with no reward. Those iconic quests are few and far between though. I think it’s fair to say they should incentivize WQs better, particularly at the start of the xpac. I love the improvements of WQs over daily’s, I chose which ones I want, which rewards I want, which order I do them. All those improvements are still here and I still like them. The rewards just aren’t really worth it for me.