My point is that it’s all systems design.
In Vanilla WoW and TBC there was only power grinds. Gear.
Simple game with simple design.
Then Blizzard added two extra core pillars to the game:
Achievements & Collections.
So Retail WoW ended up consisting of systems design that revolved around the following 3:
Player power.
Vanity achievements.
Cosmetic collections.
Those are the systems designs that everything in the game traces back to. Doesn’t matter what you do in the game, it’s anchored to one or more of those.
And essentially they’re the same. They’re carrots.
Some players are very compelled by player power and the desire to do lots of damage or whatever, and will chase those carrots.
Other players are very compelled by achievements and the desire to feel accomplished through completionism, and they will chase those carrots.
And yet other players are very compelled by cosmetics and the desire to build their collections and revel in their appearances, and they will chase those carrots.
And then there are the nutcases who revel in all of them and who wants all the carrots.
If you look at other MMORPG, RPGs, ARPGs, or similar, then they’re exactly the same. They’re a mix of player power, vanity achievements, and cosmetic collections.
All of them.
What has happened in WoW is sort of the following:
Player A: “I love achievements and collections, but I don’t have enough time to do them because I have to grind player power all the time. Can you remove power grinds Blizzard, please?”
Blizzard: “Sure, we’ll do that!”
Player B: “I really liked pursuing player power and now I can’t! I don’t care about achievements and collections, so what am I supposed to do now?!”
Player A: “Why don’t you just play the game less or level some alts??”
Player B: