The path to hell is paved with good intentions. I mean, when Blizzard staked out new accessible designs back in WotLK like queue systems and raid sizes and difficulty options, it’s hard to imagine that they had the foresight of knowing the accumulative effects of those designs 17 years later. I’ll forgive Blizzard’s designers that much, because they are effectively navigating the game’s development in blind. After all, who’d have guessed 20 years ago that we’d still be playing WoW today? And can anyone guess if we’ll still be playing 20 years from now? And what does the game design of today need to be if you have to account for how the game looks in 20 years from now? That’s a tall design order, even for Blizzard.
I do think they’ve done a good job with WoW, even if I don’t particularly like the place the game has ended up in, or the road it’s taken. It still speaks to Blizzard’s achievement that the game’s still here in the condition it is. And that we are here.
Okay. Almost no design seems holy. I mean, it’s not like they’re going to throw our characters out and replace them with racing cars because Formula 1 is getting popular.
But I remember the Q&As Blizzard had years ago with Ion where he effectively changed his response with regards to borrowed powers, where the design was inferred by many of Blizzard’s design principles that have so much history behind them that you don’t question them. But Ion and Blizzard ultimately did change their approach on that and today we have a brand new design inferred by less traditional design philosophies.
I mean, the design hallmark of borrowed powers was that you don’t want to increase complexity over time. They changed that. We got Hero talents. That’s a permanent increase in complexity. They’re not going away next expansion.
My point with that is just to say that they’re obviously steering their design toward accommodating player feedback. If players don’t want borrowed powers and they instead want a sense of permanent power progression, then Blizzard will clearly accommodate that desire in their design, even if it is the anathema of Blizzard’s core design principles.
I think we’ll see that with Mythic+ and a queue system as well.
Stuff dies faster because it has less health, and because players often overgear the lower difficulties, so they indirectly become even easier than intended as you can just power through it, leading to a later spike in challenge when players don’t get carried by their gear in higher difficulties.
Again, that’s not a good learning experience. That just sets you up for failure at a later point.
LFR is probably the best example of that. If people did LFR at the intended item level, then it would be a pretty decent stepping-stone into Normal difficulty. But most players in LFR are pretty overgeared by the time they step into it, meaning that it becomes an AFK snooze fest. And when those players then step into Normal or Heroic, then they struggle because they didn’t learn anything on LFR as they just blitzed through everything and now their gear doesn’t carry them anymore.
It’s an awful way of presenting a learning experience, because you’re not learning. You’re getting to ignore the learning by being able to blitz through it faster. That doesn’t teach you anything for the higher difficulties where you can’t just delete things fast.