I agree. Too many activities have been built around âgetting players to participateâ to the degree that they have been considered âtimesinksâ by definition, rather than âmeaningful play activities.â
So many things about this game are done to sink your time intentionally (to scrape those participation metrics), the activities become the determining factor in how players spend their time, rather than the other way around.
If you put a fun, unrewarding activity in the game, players will engage with it as long as it remains fun. PVP activities tend to remain fun long term due to the dynamic nature having different players matching up tends to create.
This also reduces opportunities for designers to create more content, since players are creating the gameplay in pvp, vs interacting with the game environment itself in most other forms of gameplay.
Explains why pve participation drops significantly once power creep is attained - no longer a meaningful reward to chase through the boring timesink - players stop participating, unsubbing when there isnât any other appeal to the game.
(Consider for a moment) Battle Pets represent some of the most perfect game design in World of Warcraft. Since their addition to the game, the feature has avoided power creep, avoided resets, avoided seasonal anything, remains a feature of the game that players can define their own time sink, and there are limitless play opportunities, all of them meaningful to the activity.
The balancing points donât change, there arenât any major reworks, and expansions to the game add new pets alongside all the existing ones, with the same level caps.
If one were to examine metrics on battle pets, I can speculate they would see peaks at times when new content for battle pets comes out, dips down to stable levels shortly after, and then experience pretty consistent player engagement regardless of what else is happening in game.
If a sudden rework happened to battle pets, you can expect to see a sudden shift in the participation, maybe high at first, then a sudden drop later on, coinciding with other aspects of the game that see major reworks during patches.
Adding new things to a game should always be a good thing. When itâs not, you need to question why, instead of continuing the same behavior of adding things trying to iterate until the âadding thingsâ becomes good.
Thatâs why you have alpha and beta testing, internally. Go back to the drawing board when the thing youâre about to add isnât actually fun.
My concern, and the reason they donât do this: World of Warcraft would be a much smaller game (not quite as epic!) if every aspect of the game were designed to be an activity people are willing to sink their time into (fun), rather than an activity Blizzard wants people to sink time into for the sake of rewards (work).
The play aspect of this game always needs to be the priority, because we are always playing this game. Designers work at Blizzard, I think they have become too disconnected from âplayâ to recognize they are designing work as a video game.
If you donât spend 40 hours a week playing Wow, you shouldnât have a job at Blizzard, and any changes to the game should be 100% approved by a player council (no exceptions). These should be bare minimums for us to be willing to continue to invest our time and money in this journey.
Rather than treating wow like an iterative experiment, treat it with respect and dignity: this game is the hobby/pastime many people consider a second home. You gonna come to someoneâs house, start knocking out walls and hanging curtains?
Why would you do that to an activity they are paying you to play? Development⌠in bad-faith.