I’m going to preface this with a HUGE disclaimer: I DO NOT play classic. I won’t. I experienced Vanilla first-hand; hard pass on reliving my trauma. I know classic is making big turns in different directions, deviating from the original with things like SoD. That brings me to the point of this post.
I think the reason so many people clamored to see DF originally was in part because they saw promises of class reworks, talent tree re-engineering, and a brand new class. It’s the same reason “seasonal” players flock back every patch or expansion. There are new things to discover; new concepts to tease out.
When a game becomes fully explored, we put it down. It’s not really fun anymore. Sure, it’s nice to come back every now and then and load up that FFVII save that has all the ultimates, summons, etc. It’s fun to go out and absolutely annihilate the last boss, as if he ever had a chance. But, then we quickly lose interest and go find something new.
That, I think, is a major concern for Blizzard. How to keep a game relevant, especially after twenty years. There’s also that kink in the chain of how to stay relevant without getting gimmicky.
A lot of people felt like Evokers were gimmicky. A lot of people loved them. As much controversy as Augmentation stirred up, it created relevance in a game that was slowly falling off, that…let’s face it, really flirted with the gimmick line. (If you haven’t seen Bicepspump’s video of Aug Evokers DESTROYING Aberrus, I highly recommend it)
There is something to SoD and those darn runes, though. The idea of exploring all new combinations of “this class doing that role” makes the game…I don’t know, I hesitate to say relevant again, but yeah I guess kind of relevant. Retail needs to pay attention to classic for this, and really learn what works and what doesn’t; what’s truly relevant and what’s absolutely a gimmick.
If War Within ends up being just another “grind 10 levels, climb on the gear-wheel, knock down 8 dungeons with the same old tired mechanics, and then wipe 250 times per boss in yet another 8-10 boss raid”…it’s NOT going to work.
If Hero Talents end up where they look like they’re heading (picking an ability from a spec and turning it into some mutation of itself)…that’s not relevant. That’s lazy and shows a lack of creativity. All you’re doing is moving in the direction of homogenizing classes…again. If hero talents are about blending specializations for more power, you’ve already set yourself up for failure with DF by boiling classes down to a handful of spells, most of which are shared across specs, to combat button bloat.
If Warbands is just meant to be a way to ease the transition between “old timer” players and newbies, giving everyone a chance to start fresh on Account Wide systems…I mean, it’ll work…but…you’re not really addressing the major issue at concern there. We all know you’re going to be forced to counter-balance warbands by tweaking RNG knobs until it becomes oppressively impossible to get transmog, mounts, etc. I promise, you’ll see the same cloth belt for a warlock drop on all 13 of your characters you send through BT looking to finally complete your paladin tier mog. Why? Because Blizz has to set loot tables with RNG thresholds, and that belt is WAY less important than those plate shoulders, so it’s going to have a much, much, MUCH higher drop rate…
My point is, none of this feels like new and relevant. A lot of it feels like catching up. A lot of the ideas coming into the game are basically just copy paste from other games that have been doing that particular thing for…a while now. That’s not going to keep players for another 20 years. It won’t even keep them for another 2.
I do think Blizz has had their “come to Jesus” moment and has figured out what kept people coming around for 20 years, but I’m not sure if they’ve quite figured out yet that businesses at their longevity have to adapt to changing times and find what’s new and fresh. I’m not seeing any of that. What are your thoughts?