Wow would be futuristic MMO if

If it removes all materialistic - progression systems and if it did not have systems that make some kind of ‘‘fun’’, by progressing through repetitive dull content.
Currently WoW is only fun while progressing and playing competitive to win scores / do better. While I would agree that second thing is good for gaming, because that was the point of gaming since old ages, but progressing should go away, in my opinion at least.

Progress is fine, if it was some second thing (collectables, renown, crafting and gold farming), but the whole point of progressing should change into enjoying the content and is not repetitive, than it being boring and repetitive and players are doing it only because of reward. (point is to make the road to end - fun, and not the end goal fun)

Now it only is test of knowledge and creativity for devs to understand this, and make proper changes and new design ideas to make it work. Me myself, I can’t help with that, can’t make any suggestions, simply because I am not creative enough to make renown farm more fun and social and engaging, or any other thing that is.

How is it possible to make non repetitive MMORPG, without leveling or gearing, to have progress being as a secondary thing - maybe consumables and other crafting methods could count as one way of progress. How to make open world adventure like, and for it to occur as random, as it was in Skyrim - yet not repetitive like Dragon’s Dogma.

Point is for WoW to build humane, positive, competitive - and it is doing that right now, but it confuses itself with what does it want - by having these old systems still in place. One thing is for sure - leveling should go. It is already way too fast for anyone to enjoy, and it exists there as some old formula that just doesn’t want to let go and change. WoW is full of these old formulas, and I think everything needs to be replaced. Even the old formula of farming reputation or gold farming - it all needs to change for it to not be repetitive and boring after 2 weeks. The biggest thing is for it to make it look like random encounters and plays, and not be systematic - because systematic means that it is already set for players to do system’s purpose, and if it occurs as random is another kind of thing (if not repetitive), which is possible to do endlessly without having set mind on end goal - it would be about enjoying the adventure.

Now first thing that comes to my mind is to have players made into work - this content would be all about players - but I don’t understand how it would work. Why? Because players are random by nature, it is not set system and lots of things would happen just like that. Now we still need to make some ‘‘system’’, but how to make it so, that it does not dictate how players play the game, that’s why I am saying - everything should occur as random, for players to have fun on enjoying the road to goal and not be fixated for end results. Everything needs to be based on this level of thinking - enjoying the road.

Second thing - it needs to be somewhat competitive if we want players to have fun. As we see now, everyone has fun and does the most content - that is competitive. It used to be like that even in old ages, there weren’t any games that didn’t involve competitive driven games, even cards - usually it was some kind test of skill vs another player or etc…

Third thing - it needs to have lore involved into these things (be it reputation farming or something else), because WoW still needs to have these moments of why are you doing it - it should have purpose, and the best purpose is for it to be fitted into lore - the best kind of adventurous immersion. Now immersion should not be the main word here - because it should be about fun, as we know it, immersion is long gone in games simply because it does not make any good modern emotions - it makes you stuck into your own world (head), thus is not needed and devs wanted to let this idea go and slowly die out.

Tell me what you think about making WoW ultra modern for next 20 years, and how to achieve that. Also, what do you think, do you think WoW should get modern, or which kind of systems should it drop - if it needs to be dropped in your opinion? Do you think leveling should go away, or gearing, or perhaps both?

Welcome anyone to chat about this - but don’t be toxic and respect others!

Thought this’d be a discussion for Sci-fi WoW…

Pft.

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No it’s about redefining gaming to be a about winning/getting better and what is now considered fun

You are asking to change the game to something entirely different that a very miniscule part of the current playerbase could even hope to like, just to somehow attract customers of a very different genre.

Sorry, but it’s a no from me. Sometimes it’s good to “not evolve”. We play WoW because we like it for what it is, even if we constantly create threads about what we want changed more towards our own liking. Many games that haven’t evolved into a different genre are still successful (The Legend of Zelda for example is pretty much what it was back in NES and SNES except with 3D graphics and still sells 20+ million units). Meanwhile, games that have evolved struggle to keep the sales they used to enjoy (for example Final Fantasy XVI has less than 4 million sales as a multiplatform superadvertised game in 18 months whereas Final Fantasy IX back in 2000 reached 5 millions in less time on one platform alone back when 10 million sales were improbable for any title)

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Me too.

With all the alien stuff we already have I am waiting for them to just throw Jim Raynor at us one day cause wow and StarCraft seem to be the same universe.
I mean diablo seems to be a parallel universe that why the treasure goblins can come here

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Like…how different is she from an undead dreadlord at this point?
Fits perfectly in WoW :dracthyr_nod:

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There WERE Zerg hidden in wc3…

Or are I guess, Im not sure if remastered still has them

And orc space marines if I’m not mistaken.

And ofcourse we could discuss what the existence of a baneling and the thor battle pets mean.
But then that would also mean ow is in a connected universe.

And that’s where hots comes in. If I’m not wrong all of them ow diablo wow ow sc are from.the same or connected realm and that’s why the heroes can get sucked there.

And let’s be honest when we look at the vindicar that isn’t that different to protoss tech

Look, we all know the Protoss are better :dracthyr_nod:

Ofcourse they are.

And they kinda look like “proto” draenei.

That may be cause blizz is lazy and reuses it’s own design ideas but they are kinda similar. Like branching evolution.

God just bring the swarm down here. The scourge is gone and the forsaken won’t get a good explanation for why they can recruit new member or get one att all so the zerg can perfectly fit that gap as the kinda hivemind monster that infects there enemies.

I would be so down for a world of StarCraft

  1. Narrative as Neural Net: AI-driven dynamic lore

Every player interaction becomes a data point in a massive AI-driven mythogenesis, which weaves quests, factions, betrayals, and world events based on emergent play patterns.

So for example, over a few weeks,the game notices that a large number of players keep forming groups to defend a fortress and they start calling it Rabble Keep.
AI mythogenesis: the game canonizes this behaviour and officially names the location Rabble Keep and generates a backstory to it + creates a new faction.

  1. Replacement of gold with karma. Everything we do and say ripples through NPC and AI memory networks. Resources regenerate dynamically depending on how harmonious your zone is with the world.

She looks much much cooler.

They can’t change the fundamental basics of the game that’s kept it alive for 20+ years.

It would be a gamble and a potential instant death of the game.

That being said, I’d like for them to look more into horizontal progression. Gearing has become something I barely do anymore. 20 years of repeating the same gameplay loop every single patch has got tiresome and it feels far, far too repetitive.

We need more permanence in our efforts. And I’m not talking about the billionth mount recolour, or the billionth title.

That’s definitely not factual, but rather purely subjective.
Now, I will admit; I like progression, but not in the context of ‘playing competitive’. I like progression for ME, because it’s fun to feel stronger within the game.

I strongly disagree.
A case could be made for having an option to skip leveling once you have X number of max level characters, but it should definitely not just be removed outright.

Again strongly disagree.
Don’t mistake your own preference for ‘what everyone wants’.

Isn’t that what Blizzard have already spent 20 years on, turning a traditional MMORPG for the general public into a lobby-driven skinner box for a miniscule audience of dopamine addicts?

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It does, but with small steps. They have slowly phased some systems from being important (like levelling) and introduced new ones to primary focus (like seasons)

  • Outright removing Levelling in one expansion would be one of the most cataclysmic changes in the game.
  • Similarly removing Reputations, which is possibly even harder to remove than Levelling. What would take their place? Any system that pretty much records our progress is a “Reputation”, or in other rewards a “fill the bar” system. We have Renown nowadays which is pretty much Reputation with more steps.
  • Having non-repeatable content is impossible when one considers that what takes 4-5 months for the developers to create, we consume in less than 24 hours played.
  • The overworld can be called dynamic in the sense that every day is pretty much different than any other due to a different combination of events, world quests and rare enemies spawning; more so in Warmode where we have chests appear that make us change course. But such dynamicity in instanced content (talking about PvE here) is not welcome due to players actually wanting a static thing to test themselves against.
  • And regarding competitivity, the game is already massively deep into that. We have RTWF, we have MDI, we have M+ score, PvP score and limited exclusive rewards to the best of each season. We even have extreme competitiveness in gold making because the best players in this regard get to play without paying real cash!

You want to play Guild Wars 2 with WoW lore, basically.

What you call

is actually fun to me. I already dislike that we now get new dungeons every season instead of only every expansion. Having to adapt to a new environment plus new co-players is exhausting, and as an only PUG player, co-players bring all the variation in doing content that I need.

Wouldn’t mind more lore / story relevant quests in general, though, or more story events having a lasting impact on the open world, with bronze dragon NPCs allowing us to switch timelines if so desired.

Don’t think so. I mean, why? It would simply allow players who actually don’t care about the story to jump back into endgame content as soon as a new expansion drops - or allow you to skip the annoying leveling with the 10th alt. Just like we now have a “max level campaign”, we would just get a new “pre-raid campaign” / “expansion campaign” with a new expansion, explaining its lore. Don’t see why that would be so much different to what we have now; you just don’t have an XP bar that gets filled up while doing those quest, just like it’s already the case for max level campaigns. :man_shrugging:

One of the problems of removing levelling would be how to grant players their character’s abilities. Do they start with the entire tree unlocked, so that you create a new character and bam you have 40+ abilities? If yes, you just pushed away every newcomer. If not, and the abilities are given over time or over completing tasks… you have implemented a levelling system.

Second problem would be equipment scaling. Without levels, how would expansional resets take place (where our secondary stats drop from 40% to 10%)?

There are probably more stuff that would have to be reworked or even be entirely unreworkable without a levelling system.