WoW Has a MASSIVE Multi-layered Identity Crisis

Layer One: A Role-Playing Game That’s Forgotten It’s an RPG

What should an RPG be?

At its core, a role-playing game allows players to assume roles in a fictional world and create stories together. The emphasis is on creation and immersion—building characters not just visually, but through decisions, actions, and narrative.

World of Warcraft increasingly dictates who your character is, rather than letting you define them. When the game forces your character into scripted roles—like being the “Hero of Azeroth” or cleaning a human war memorial as an orc in TWW—it strips away meaningful choice and breaks immersion. It’s no longer your story; it’s the story Blizzard chose for you; it is literally the OPPOSITE of what an RPG with a character creator should be.

Ironically, Blizzard knows players love creation—it’s why cosmetics are a major revenue stream. But true character creation goes beyond appearances, which i feel they don’t understand fully. It’s about shaping your identity through gameplay, choices, and consequences.

They need to focus less on linear narratives and more on creating a rich world where players write their own stories through their own decisions. Let players explore new zones, make decisions, and play how they want, with the game rewarding creativity and having stories emerge between the players and these interactions. Put the grand cosmic narratives in the background, where they belong, in little lore books and such.

You could literally just take the campaigns out of the game, and drop new zones with stuff to do in them, and that would be better than what we currently have.


Layer Two: An RPG Pretending to Be an E-Sport

The Homogenization of Classes
WoW classes have been watered down in the pursuit of balance—especially, i feel, due to small scale competitive PvP. Defensive cooldowns, self-heals, buffs—they’re all essentially the same within roles.

While the core roles like tank, healer, and DPS still exist, the unique identity of each class is fading.

The push for e-sport-level PvP balance has led to design decisions that prioritize fairness over fantasy. But WoW wasn’t built as an e-sport. It was built as an RPG, where class fantasy and identity mattered more than equal win rates.

Balancing small-scale, instanced PvP inevitably forces homogenization. Instead, PvP should reflect the world it is built into—large-scale conflicts like battlegrounds or dynamic open-world skirmishes, where imbalance and chaos actually enrich the experience. Remember, this is World of WARcraft, not World of Arenacraft.

EDIT I’d also like to add to this section that PVE balancing has also had a significant impact on this, if not more so than PVP. There is even an e-sport element to PVE on WoW, where the same rationale applies as with PVP; and so it leads to the same homogeny.

What Should Change?

  • Make class identity the priority. Balance should always and only be secondary to this, but should still be a priority.
  • Shift focus from arena-style e-sports to organic, large-scale PvP battles that erupt naturally in the world, driven by real stakes and rewards. That is the type of PVP that belongs in an MMORPG, not this weird arena nonsense, where you’re just teleported away to fight in a small bubble. There is nothing immersive about that whatsoever.

Layer Three: The Tone Has Lost Its Soul

One of the most jarring evolutions of WoW has been its shift in tone. Early WoW—and the Warcraft RTS games—had a dark, grounded, gritty atmosphere encapsulated in a chunky cartoony shell. There were plagues, betrayals, faction war, and death. The humor in the game was very dark, indirectly making light of what in the real world might be quite grim; even it’s cartoony aesthetic leans into that; with very grim things occurring in this cartoony shell; this, in turn, can make elements of the game humorous in a dark way.

This contrasting tone and aesthetic allowed the game to be serious one moment, and then goofy in the next.

I feel the makers of the game have confused the aesthetic with the tone. it is like they hired writers who just looked at the visuals of the game, and decided this is a cartoon. Now we have a cartoony looking game with cartoony narratives. It should have very grim narratives about warfare, death and survival, with the aesthetic putting a humorous spin on these dark aspects from time to time.

If you want a very easy way of reminding yourself of what Warcraft’s tone is supposed to be, you only need to look at what was a key inspiration, Warhammer. Or simply watch the old cinematics; or even play Warcraft 3.

Why this is important is because it is the core identity of the franchise. It is why the franchise is so beloved in the first place. I feel the game is gradually losing support over time as it meanders away from this core aspect.

WoW just looks cartoony; but it isn’t supposed to be a cartoon, even if the aesthetic gives liberty to do silly things from time to time.

“But it is for the modern fans! Modern fans like this more!”…

Errr… What? Why would you think what people liked back then would suddenly not be likable now?

You can even see it reflected in player decline. If this was truly what people wanted, why is WoW doing so much worse than it was previously?

TWW feels a bit more warcrafty, and i like that; but it is still missing that darkness, and the comedy that can sometimes come from it.


Final Thought:
WoW’s biggest flaw is that it keeps evolving into things it was never meant to be. It wants to have it’s fingers in all the pies, but is losing touch with the main RPG pie as a result. It needs to return to its foundation; not a tightly-scripted MMO or a balanced e-sport, or a cartoon.

A fix of all three of these layers would be a return to form for WoW; i feel like at the moment, they’re lost, and this is what they’re looking for; but for whatever reason they’re just struggling to grasp it, or simply don’t care to.

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Literally didnt happen. Atleast give detailed examples so we can further prove you wrong.

I’d argue a mage is vastly different from a warlock, shaman or pally.

Which is the ONLY correct way. If it’s fantasy > fairness have fun facing RMP 24/7, just like in TBC.

Examples.

World of Warcraft is Light vs Void. Lets not start this, okay?

They already play pretty different. What more do you want?

Not a single server in this world could support this.

Garrosh: “Times change.”
Come on, dont make it so easy.

Yeah…surely other things arent the reason players are leaving. Must be the cartoony nature of WoW.

We had an incarnation that threatend the OG world tree, a drakthyr that went mad because of the void and an incarnation that is THE storm.
Before that we literally travelled to the realm of the dead and changed the fate of the cosmos.
Midnight is coming and will be even darker.

3/10, solid attempt but this reads like the average chatgpt answer.

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ChatGPT is so common on wow forum these days

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You are WAY overthinking this. And cherry-picking narratives.

Just play the game with your friends! It was all WOW ever was. And will ever be. That is the top pinnacle of wow. That’s what it is.

Forgot the MMO part in your definition. Its not JUST a RP game.

You confuse E-Sports (MDI, RTWF and all that) with simple competitive min-max. And many times, people confuse this “e-sport” thing with “I will not acknowledge that there are better people than me”.

The game is NOT designed for them. That is for sure.

It is designed for many people. From M+ pushers, to Mythic raiders… all the way down to solo Delvers and World Questers.

You cant just cherry pick people to fit your narrative.

Gameplay >>>>>>>>>>>>> (A LOT more) >>>>>>>>>> fluff.

Literally that. You cant make a functioning MMO if there is faction imbalance. Simple as that.

And you can only fix it by allowing us to play with each-other. Which means… that WOW now needs a “generic bad guy” and a “generic good guy”.

Its a good, and acceptable price to pay for having completely eliminated faction imbalance.

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Yes, mage is different from warlock in that you teleport in a different way. You shoot spells at a slightly different time.

Be realistic, these are not vast differences. They both have their little defensive spells, and their little defensive buffs.

I can’t believe you’re actually denying the classes are homogenized. I feel like that is one of the easiest things to argue. I’ve seen countless people complain about it outside of myself.

I feel like you see that the visual is different, and you think that makes it vastly different. It really doesn’t. Functionally, the fulfill the same purpose.

It is like a variety of skills that functionally do the same thing, with minor variations between them, and visual differences. That is homogenization.

Also… WoW is about Light vs Void?

On the grand universal scale, you could potentially argue that, but that would be like saying the story of planet earth is what is happening in the entire universe at large; not your individual experiences as a person.

The story is about the character’s struggles and conflicts against a looming world ending threat (99% of the time).

Also, i love how you say “all classes are different”, and then critique me for providing no specific examples, when you yourself provide no specific examples. “i think mage and warlock play differently”; wow, thank you. That was insightful.

I’ve explained it indepth here, the point i was making about homogenization. I’m not the only one who makes it.

Yes, “times change”. Now WoW isn’t as popular LOL…

Also, please don’t speak of drathyr like the can in any way represent something dark. I just can’t take that seriously, sorry. That is like saying sonic the hedgehog murdered someone; it is just ridiculous on the face of it.

Yes, we travelled to the realm of the dead; where we fulfilled some generic cartoon quest like a Saturday morning cartoon, where nothing gritty actually occurred at all.

Again, think warhammer. You will see a distinct tonal difference.

Also, don’t rate my post when you got literally everything wrong; you’re not qualified.

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If you think like that a hunter is just a mage with traps and arrows. Come on.

Quotes and examples please.

I reroll every season. Classes play vastly different.

That is idiocy on your part. Homogenization is giving access to the same utility or the same dmg profile or doing the same. Fact is the classes / specs arent doing the same.

The main story was always about Light vs Void. We had our first old god in classic, setting the narrative.

Thanks for proving my point. Its not about War :slight_smile:

You make a claim. You have to provide an example.
But okay, let me give you one: arcane mage and demo lock have completely different goals. Arcane mage wants to funnel as much dmg as possible into Touch of the Magi, while demo lock wants to summon as many demons as possible, empower them via the tyrant and overwhelm the enemies with numbers. Completely different goals.

So are you saying Deathwing cant represent something dark, because he is just a dragon? Sarkareth went mad because of the legacy of Deathwings demise (the void).

Completely different games with a completely different narrative.

I completely dismantled your post, dont get emotional.
Come at me with facts, not with petty insults like that.

A hunter has a defensive cooldown for escaping imminent death. A mage has a defensive cooldown to escape imminent death.

Iceblock, and turtle shell.

Minor differences, but functionally fulfill the same purpose.

Hunters have feign death into camouflage, mages have invisibility.

They both have damage rotations where you press buttons in a specific order that look visually different.

Mage has frostnova, hunter has tar trap or freeze trap…

Mage has blink to teleport. Hunter has aspect of the cheetah and that back jump skill (disengage?). Both move your character a distance, but functionally work to fulfill the same purpose. To either get you away or towards your opponent.

I’m being specific for you here, because they are very homogenized.

You’re being tricked by the visuals so easily, but the mechanics are all very similar in their core function; which is the point i’m making.

Yes, they all look visually different, i agree, they just aren’t mechanically. This is obvious, and i’ve been more detailed for you here.

The story of warcraft did not focus specifically on the struggles of cosmic forces, but the individuals caught between them. The story was about the characters coming together to overcome a potentially world ending threat, that is in some way linked through many layers to a cosmic force; but that is not the narrative focus. So please, get your facts right.

Warhammer and Warcraft were originally extremely similar, that was the point i made… Hello? I said WoW has changed tonally.

You purposely tried to provoke me with “3/10”; then want to get upset when i put you in your place. LOL

Also, to the person who said i used chatGPT? I wrote out a huge post, and decided it was too long, and streamlined it with chatGPT, which is obvious. If you’re trying to claim these are not my own thoughts, that is fine, i still agree with everything said; however, they are my own thoughts.

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Work completely different.
Iceblock is a reactive immunity + heal, while turtle is a preemptive immunity that does not get rid of debuffs that are already applied to you and does not heal you.
Thanks for proving my point.

Alright flagged and bye.

So, you lose the argument, and have to flag me? LOL

Yes, they are mechanically different, but as i explained, they are FUNCTIONALLY extremely similar. Pay attention.

I didn’t say identical. I said SIMILAR.

They fulfill the same function with minor variations.

I flag you because its obvious that you are trolling.

Believe what you will. I dont care. I wrote my thoughts and apparently some people disagree with you :slight_smile:

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I’ll happily argue with any point you want to make, i just think you need an excuse to escape the argument because you don’t want to confront being wrong. Which i understand.

You acted really childishly with your little rating, so you deserved to be humiliated by losing the argument so badly.

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And a real time gcd based combat mmo class that doesn’t looks like what exactly? Or is your complaint that hunters don’t point and click like first person shooters?

Classes have buttons therefore they’re all the same has to be the most moronic argument I think I’ve ever seen on the forums.

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Okay, random example, i am by no way saying this should be a change made, but to explain more clearly:

You could take all movement buffs from hunters, all defensives, and just give them a much higher range.

Suddenly, the way you have to play the class has a very clearly defined style. It isn’t just press your buttons in an order, but you have to really consider your positioning above all else. Plant your traps beforehand and prepare for their approach; you get the idea. That way you feel more like your role, that of a hunter. You hunt like a hunter would hunt, by thinking and playing like an actual hunter; instead of just essentially the same role as every other ranged dps, but with slight variation.

Again, just an example. Yes, damage rotations are always going to be samey in a game like this, that is true. You could perhaps vary the rhythms a bit i suppose; but i’m more talking about how everyone has a defensive/mobility etc… It is just a reworked version of achieving the same ultimate function, is the point i’m making.

People are getting confused with the actual mechanics of the ability and what purpose it ultimately serves.

I’m saying too many classes have abilities that, although different on the surface, ultimately serve the same function.

Oh, you’re in danger? Press defensive.

Someone is running away and you need to catch them? Mobility buff.

Actually, it would be more fair to break the game into four core roles. Ranged dps, melee dps, healer and tank. That would be more accurate, they are the only really different roles imo.

That is normalization.

That is homogenization.

And in fact. Many of the problems WOW has at the moment is lack of any normalization or homogenization.

I dont see where the relationship is. Grimdark warhammer was never even remotely similar to wow. In any way.

I can assure you that Walkindrip is much more qualified than you think.

Hunters already have 40 yard range.

How broken do you want the game to be if you give ONE class a larger range than that?

And if he needs healing? Where would the healer with that mobility be? Cause a LOS hunter is a dead hunter.

Also. WHY? Many of the scenarios in wow are smaller than 40 yards. All dungeons are. And arenas are too.

And then… PvP BGs would be a nightmare with 1 class that can effectively snipe all others with out the possibility to counter them in any way.

You talk as if you havent played a hunter at all. I would be surprised you even played this game beyond classic wow with a level 30.

Uda being a real one here <3

I mean… you rearoll for your raid. Every season as far as I know. And you succesfuly manage to raid in Mythic with such class. So im sure you are the one to give lessons to people about class diversity.

I just play 1 toon. And an alt every 4 moons. So…

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I kind of disagree slightly with this specifically. Arena is fun and it doesn’t need to be an esport to be fun. AWC was something that occured organically from the pvp in this game being enjoyable. The problem with Arena are addons, which have made the gamedesign of PvP very scripted and bloated. But look: Epic BGs are also fun. Both should and can exist together. No need to make it this or the other.

The problem is that Blizzard also started to design the game for esports, but I think it should be the other way around, where Blizzard should first design a game, and then the esport occurs organically from it

It’s an MMORPG and not just RPG. You can not to affect story with your actions becouse of other players.

I agree 100%. Game derailed severely from its original theme. Before it was slightly cute and goofy while now is full blown cute and goofy.

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I believe the homogenization of gameplay and class roles is a direct consequence of Mythic+ being the focal point. It is clearly an aspect of the game that is super popular and informs development decisions the most out of any other part of the game. Classes are balanced around their performance in M+ which means they lose their unique flavor and potential for fascinating lore-based abilities. Every class now has the tools to deal with almost any situation, there are almost no exceptions left. This results in a flattening of the game’s diversity, where every class has been slowly tweaked to fit the Mythic+ mold.

I think even the rotations becoming so fast-paced has to do with that: we press a lot of different buttons but so many of them do similar damage. So yeah, instead of celebrating the unique identities and playstyles of each class, we get a bunch of similar tools designed to complete dungeons quickly. Because ultimately the class design has to correspond to the game design. And the game right now just happens to be very dungeon and instance-focused.

Even if the developers had any creative and immersive ideas, they are left in the dust because viability and balance is so important these days. Some spells and rotational interactions just would not fit the game WoW has become anymore.

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I agree with this. We are way too important as players in the lore, and if you see all other players around you as the superheroes chosen ones too it kills the vibe.

PvPers would be very happy I think, if the game was less bloated. It’s more a very stinky mixture of increasing addon-reliance and trying to force M+ esports into wow. You are identifying the cause of the problem at the wrong place. PvP esports has extremely suffered under the current design direction, and if you look on youtube, many PvPers are very excited and happy about addons getting removed/gutted.

I agree a lot with what you say in Layer 3 and I’m also complaining about this very often. Next post from Brotchen explains it with perfection

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