Theory on why Retail is Failing

I don’t mind a little bit of a grind, I could probably even be convinced to enjoy it if it wasn’t too much.

But that’s not what we have with this game. It’s become a full time job logging in if you wan to keep up with more than like 1 toon. It’s awful.

Everything is awful.

the upper limit of what you lift bro <3

People have been saying this for like 6 years now mate.

Albion Online is basically a revamped version of Ultima Online, or so I’m told. Same open sandbox content where players build up the environment, and the world is so large it’s almost impossible to explore it all.

Everquest (most of the original expansions at least) is also a good example of a massive world that not everyone has access to. And all bosses were “world bosses” meaning no instances to hand hold people into free boss loot, just tons of guild competing for the same resources.

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My Brooo…?

You’re correct. Blizzard has used this multiple levels of the same raid to basically get out of producing more raiding content.

Take Burning Crusade for example, you had:
Karazhan
Gruul’s Lair
Magtheridon’s Lair
Serpentshine Cavern
The Eye
Battle for Mount Hyjal
Sunwell Plateau
Black Temple

That’s a lot of DIFFERENT content that you could progress through. Now, what you have is going through multiple difficulties of the same raid. That’s not new content.

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dont @me or face my pet platypus

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I’ll platyurpus

@laoghaire

Can’t threaten me with a good time.

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Original post so bad I skipped reading the comments to scroll down and say your reasons aren’t why it’s because mmorpgs are min maxed. Community created problem. People want to bang out the game as fast as possible as opposed to having fun and exploring or whatever.
Awful take

Like I get what ur saying but it’s quickly observed as wrong when you look at how classic wow was played. Clearing Mc in first week at lvl 50. Stacking world buffs. botting and rmt. It’s not classic wow that promotes that with systems. It’s the players all amped up on twitch streams

Yeah pretty much all this, community expectations are not in sync with design philosophy. Unfortunately neither side is budging on what they want for the game, players want a more engaging endgame with less focus on the world. Devs seem to focus on anything but that, and also assume that we as players actually enjoy the mobile game timegating shenanigans.

I think you missed the point of my post.
Development for Retail has been consistently pandering to a different type of players than the game was initially designed for.
I don’t think Classic is failing at all, and if you’d argue that it does, then I’d argue any evidence supporting that theory can be well accounted for via content drought; outside that, everyone I know is really happy with Classic… The same cannot be said for Retail.
You’re attempting to use Classic as evidence to contradict my point, but the Classic evidence you cite isn’t relevant to an argument contradicting this theory. Classic is only valid evidence to contradict my theory if we assume that Classic is failing and that the reason for its supposed failing is comparable to that of Retail, which are not safe assumptions.

I agree that the playerbase is much more ‘minmaxy’ than it was, of course.

This is pretty much what ‘zoomer’ refers to.

I’ve essentially proposed that the game quality has decreased as a product of zoomer mentality + devs pandering to this, and you’re basically just saying “no you’re wrong it’s just the former” which is untrue, because the game would still be good for the rest of us if the other half of that equation was not in place. In fact, Classic is good evidence in favor of my theory, because many people still love Classic despite this ‘zoomer’ playerbase, which is basically an empirical determination that the developer side of the equation is a necessary catalyst for the quality decline (as we’ve essentially isolated, within this model, for the game design variable).

Also, platypuses (I really wish ‘platypi’ was a more acceptable term) bite each other’s tails when preparing to mate.

Yea, but I don’t want to play an isometric game.

Theory: Not required. Truth: Retail is failing because it sells out to the WoW Token.

Mythic Plus is built around the WoW Token. PvP is built around the WoW Token. WoW Token is causing this game to fail.

WoW Token is the Action Replay of Pokemon.

  1. Vanilla wasn’t very linear.
  2. It’s possible for a linear game to still be immersive. This is straight from Merriam-Webster:

Definition of immersive

: providing, involving, or characterized by deep absorption or immersion in something (such as an activity or a real or artificial environment)
… when game designers began creating realistic, immersive game environments such as World of Warcraft.— Ethan Gilsdorf

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Basically, I won’t post more about Mr. Sha of Greed I don’t want another ban so I’ll quote you instead.

lol’d at nickname