Don’t it always seem to go that you don’t know what you’ve got ‘till it’s gone?
I heard this today, and it rang extra true for what I’ve been feeling lately. We all wanted QoL, the proverbial pragmatic parking lot, and along the way we’ve lost paradise. It’s not any one thing, especially, but like an amalgamation of lost pieces.
Making your way in the world today takes everything you’ve got.
Taking a break from all your worries, sure would help a lot.
Wouldn’t you like to get away?
Sometimes you want to go…
Where everybody knows your name,
and they’re always glad you came.
You wanna be where you can see,
our troubles are all the same
You wanna be where everybody knows
Your name.
QoL didn’t cause the game to go the way it did. Blizzards transition from a company that made quality games into one that cared about naught more but profit, metrics and making the shareholders happy is.
Even crossrealm grouping and the LFG tool, the two proverbial bullets in the tight knit community’s head, are honestly fine. You can still make a great game even with all these little QoL features.
You CAN’T make a great game by completely ignoring player feedback, purposefully making the game as railroaded as possible with limitations such as conduit energy and blatanty obvious timegating for nearly every aspect of the game, and designing the game to force as many players as possible to engage in the latest in skinner box technologies.