Disclaimer, long read ahead!
I am daily present in the games “Newcomers channel” which is for new/returning players and guides alike. And I have to say that I see so often simple questions about silly things such as “how do I emote/wave at that NPC for a quest” and such things.
From my own experience as a new player back in BfA (pre-Isles tutorial) I know that the game experience to learn things can be rough. And I say that as someone who has played MMORPGs before. I had some trouble understanding how WoW works (and I am still learning new things every few weeks by now). Now imagine how horrible the experience is for a new (or after years returning) player.
We have a Newcomer Channel with voluntary Guides like me that do what actually is Blizzards job. Explaining the game and how it works.
And honestly, I (still) wonder why do we, as voluntary guide players without any compensation, have to do your Job Blizzard? Isn’t it in YOUR best interest to have players that keep playing the game by explaining how your game (the product) works?
We Guides have additional helping tools at hand such as community websites and things like the Adventurer guide to check. But let me be honest. If you (Blizzard) would actually spend effort into making the game more understandable and teaching for new players, we as Guides wouldn’t really be needed.
Players shouldn’t rely on external sources such as WoWHead and IcyVeins and YouTube to understand your games content. Players also shouldn’t rely on Guides to have it explained it to them.
You as a developer should simply do a better job at explaining the game to new players. Treat new players not only as new players but as new players that are playing their very first game on PC with WoW. Only then you can make sure that almost every player understands the game. Even if it is annoying for some to be treated like a first-time gamer.
In a well designed game your players would actively be guided by quests and goals to learn game mechanics and enemy behavior, not just by observation only and other players telling you where you make mistakes.
For example, why is there not a real dungeon tutorial ala Final Fantasy 14 that literally grabs the player by their hand and teaches them in detail how dungeons and group content works and what is important to do in an optional, solo instanced quest line with optional leveling rewards? In that quest the game literally tells the player every relevant info STEP BY STEP before encouraging them to even use the dungeon finder…
Meanwhile on the Tutorial Isles you just queue up, steamroll through the tutorial boss dungeon that not at all requires the players to even stop for a second and think what to do next. It is basically a roller coaster ride with 0 challenge and player skill required. A literally push-over for quick “yeah, you did it chumpion!”-feeling. That’s not good.
Also WoW even could have explanation tutorial cards as simple as a picture slideshow or a (voiced) trailer with interactive UI elements displaying a full detailed explanation of enemy (bosses) skills of how they work and when they us it, for each dungeon and raid encounter. Those picture cards/trailers could be viewable in the Dungeon Tab of the Adventurer guide. Some people really learn better visually than with text-only as we have now.
You can do it similar like Bungie did it in one of their weekly articles before Witch Queen to explain the most relevant story ( VOD - https://www.bungie.net/en/News/Article/51028
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WoW would also benefit a lot from optional UI design for Boss Frames. Why do we still have no good old “boss fight bars” with smaller cast bars beneath them as “Edit Mode” options?
Looking at one of your other games, Diablo IV, you seem totally able to design good boss bars. They show a “Stun-Mechanic” meter, checkpoints for Heal Potions and the bosses HP. ( https://imgur.com/a/gvodcrh
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Yet in WoW, we do not even have the option to change their display direction from vertical to horizontal. We can’t even resize them. For such an important feature, that is a big oversight. - ( https://imgur.com/Bz6PFzg
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Also the boss frames only show the bosses HP and the mechanic trigger bar (btw. ALSO not explained to new players at all). There are no specific HP bar segments that would be relevant for indication to encounter behavior like damage phases or ads spawn (or similar).
For example in BfA Freehold - Harlan Sweete (M+ dungeon S2 DF) there should be a (if we had well designed boss bars) brackets on 60% and 30% of the HP meter for the boss, because that’s the point where the boss buffs itself or calls minions to aid for AoE attacks.
In raids that is even more important. Take for example the first boss of Aberrus… Here we have “Kazzara, the Hellforged” at 80%/60%/40% remaining HP shacking off armor plates, making her cast attacks more violent. Also here we have no good boss bar with HP brackets.
Such info should not be required to read up and remember all the time by hovering with the mouse over boss frame HPs and reading that info out from numbers showing up then. In general a player should be able to see that visually presented to them on the boss bar in a boss fight. Also as a sidenote, we don’t even have UI/Combat options to have ressource numbers be displayed at all times on the Unit frames…
In that area of bad design within WoW, I can absolutely understand that people rather use the Addons over the games default UI provided.
Aside of this, the Adventurer guide should have not just “small summaries” of the enemies abilities but fully explained details and an in detail explanation of the fights without relying on ability links. ( https://imgur.com/brrocKE
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The abilities functionality should be directly written out at the bottom of the list as a glossary or legend of the fight summary because I can imagine new players (and even some veteran players of MMORPGs) don’t necessarily know about item and skill links in this game right from the beginning.
I myself learned about that feature in Shadowlands S1 first and only by reading it in a loading screen tooltip. And remember, I joined in Season 2 of BfA. That’s half a year at least it took someone like me with former MMORPG experience to learn about item and skill linking functions due to different game design practices between Game Developers.
That’s so far all I can quickly summarize that makes it hard for new players (and for some returning veterans) to have it easier to get into the game.
To make as conclusion a visual comparison here…
Imagine WoW is meant to be a book for learning how to read. The new players don’t (necessarily) know how to read the book yet. WoW in its current design as a teaching-book, requires you to know how to read so it can teach you how to read itself.
That’s the level of problematic design decisions we have with WoW in regards of new players. If new players rely on asking us guides on such a simple thing as how to execute a certain emote (/wave) on their tutorial quest lines, then you can imagine how troubling more complex problems can become for them.
And new players not understanding the game are players not staying for the game.