The crazies part is how they’ve managed to completely misunderstand and misappropiate what “meaningful choice” actually means in the context of RPG design. When people outside of Blizzard talk about “meaningful choices” in RPGs, they’re talking about meaningful story choices. Choices available to the player that dramatically affect the story and world of the game.
Easy example off the top of my head, early in the Dark Brotherhood questline in Skyrim, you wake up in a strange place where a woman you’ve never seen before introduces herself as the leader of the Dark Brotherhood, and tells you to kill one of three hostages held in the same room. You can kill any or all of them, and she’ll unlock the door, allowing you to join the Dark Brotherhood and continue a storyline in which you rebuild the Brotherhood from shambles.
Alternatively, you can choose to kill the woman, setting off a questline in which you raid the Brotherhood’s stronghold, slay all inside, and wipe them out of Skyrim for the foreseeable future.
But an MMORPG can’t deliver on that kind of story, because there’s just no way that any developer could sustain the infinitely branching narratives that every player making different meaningful choices would result in. Just look at the hissy fits being thrown by Sylvanas loyalists that their choice to remain loyal has amounted to nothing. Of course it has; there’s no way it could have done anything else, because they would have to develop two separate concurrently running stories with completely different outcomes to make that choice meaningful.
Covenants are a weak attempt to split the difference by making your “meaningful choice” affect the story for you without affecting the story of anyone else, so the narrative doesn’t branch out of control. But it’s only an illusion of meaning, because the choice doesn’t actually change the story. The story of every Covenant, and of the Shadowlands as a whole, is the same regardless of what we choose. The only thing our choice affects narratively is which quarter of the exact same unaltered story we play through.
And don’t even get me started on the idea that character power is a “meaningful choice.”
But this is actually impossible, because not only are they trying to make all of the Covenant abilities competitive against each other, they’re trying to make them competitive for each spec of the same class, some of which are wildly disparate in their mechanics and abilities.
Take my Covenant class ability, for example. Primordial Wave is the Necrolord Shaman ability. It’s a 45 second CD that casts Flame Shock on our target if it’s hostile, or Riptide if it’s friendly, and causes our next Lightning Bolt or Healing Wave, respectively, to hit all targets currently affected by our Flame Shock DoT/Riptide HoT for a buffed amount.
This is fantastic for Elemental and Restoration, because both of those specs have efficient ways of spreading that DoT/HoT, respectively, so it’s easy to get high value out of. But Enhancement doesn’t have those same tools. Enhancement doesn’t have Riptide, it has no way of spreading Flame Shock to multiple targets without casting it on each one individually, and Flame Shock has a cooldown that prevents it from being kept up on more than a few targets at a time i this way.
For Elemental and Restoration, this ability is fantastic. For Enhancement, it’s terrible. And because this difference is due to the difference between the specs themselves, there is no way for Blizzard to make Primordial Wave competitive for Enhancement without either A) making it OP for Elemental and Restoration; B) changing it so significantly for Enhancement alone that it might as well be a different spells; or C) change Enhancement’s spec mechanics so that they can spread Flame Shock’s DoT efficiently, potentially opening up a whole new can of balance worms.
Character power should never have been tied to Covenant choice.