We definitely shot ourselves in the foot, hoisted ourselves on our own petard, were architects of our own downfall⊠choose your cliche.
To understand how this occurred we need to journey back to OH HERE WE GO AGAIN HE'S GOING TO SAY 'CRAPACLYSM AS-PER-USUAL, AND DRONE ON AND ON ABOUT THE EXPANSION, YES WE GET IT LORRAEN YOU DIDN'T LIKE IT BLAH BLAH BLAH, GIVE US A BREAK - THIS EDIT WAS BROUGHT TO YOU BY Editor's Pen (tm)
Please be quiet Editorâs Pen⊠Iâve now lost my train of thought, where was I? Oh yeah⊠right⊠to understand how this happened we have to go back to 2008 and the Wrath of the Lich King era (there, that took you by surprise eh?).
Death by a thousand cuts. Streamlining, QoL, call it what you like, it happened and Wrath very much marked the turning out of the old guard and the coming in of the new guard. Bright eyed, filled with the zealotry that: âend game should be for everyone, not just an elite few, end content should be accessible to allâ the new dev team made changes, and Wrath unsurprisingly broke sales and subscription record. Gone were the days of long attunments, niche content completed by less than 5% of the player base, insane rep grinds and all the other roadblocks of vanilla and TBC. Now everyone could raid, and raid they did.
Getting tier gear was as easy as joining an automated dungeon queue, everyone could have epics, and the gawp-factor of that strutting guy in Ironforge showing off his l33t purples was a thing of the past.
The game was now accessible, but to get there, cuts had to be made, compromises had to be made. Other elements of the game had to be streamlined, so as to more easily funnel the players into the new end game.
Flash forward to 2012 and the hated⊠Cataclysm⊠(there, happy?) expansion and the New Devs were on a roll, and that roll translated largely of: âslash and burnâ.
Theyâd seen how successful those cuts, streamlining and accessibility had made their game, and so their solution was 'more of it, lotâs more!â
If it worked in a small way, it must work in a big way, right?
Wrong.
Inexorably, server numbers dwindled, guilds disbanded, people left, subscriptions divebombed. What went wrong? Surely focussing the game almost entirely upon end game, and dilluting everything else besides raiding was what people wanted, right?
Well not exactly.
You see, by changing the old world that millions had effectively âgrown upâ in. By super-streamlining the game, by effectively making the entire game into a one-trick pony, something within WoW died. It was difficult to define, few could express what it was, but it felt like something was missing. Sure everyone could, and did raid, sure everyone had purples, even Legendaries - sure getting into end game had never been easier, but somehow it felt like the heart and soul had gone from the game, but it was very difficult to mentally process precisely what was wrong. You couldnât really describe it in words, it just felt⊠off⊠Our actions within WoW now felt mechanical, we went through the motions of playing, but never really feeling it on an emotional level.
Meanwhile, the curious phenomenon of private servers was taking off in a big way. Many players swarmed to them, wanting to re-experience the magic of the old game that they could no longer play. But these people were no longer the same people that had stood newbish and wide eyed at the gates of Orgrimmar in 2006. They were jaded, they knew it all, every puzzle was completed, there were no more mysteries to solve,
So they did what came naturally, and focussed on end game content.
You cannot easily recapture the way you felt back when you were a total noob, gaping at the massive scope of this magical new world you were witnessing around you for the first time. You cannot easily re-capture the emotional connection we felt toward those days of yore, it felt different now, because we were different.
And so, of course when WoW Classic was announced we all shrieked: #NOCHANGES and called for the days of our childhood to be revisited.
But there were changes, because we had changed.
The puzzle solved, the mystery revealed, we were no longer strangers in a strange land, but commuters on a familiar journey to end game - so we did what came naturally to us and we focussed on end game. Buoyed up by years of practice on our private servers, the absolute quickest, most effective, most efficient tactics memorised pat, and acted upon without hesitation.
We raced through the levelling content and breakneck speed, skipping anything that could be skipped, boosting ourselves through dungeons because it was faster and more efficient. Weâd been taught this lesson by the New Dev team years ago, and weâd learned our lesson well. We blitzed through end game content like lightning, as it was the done thing⊠it was the meta, itâs what everyone did. The Big Streamers championed the cause, sermonising to us from their Youtube pulpits, and we were their eager flocks.
We rushed through our new/old game, and we wasted the opportunity that was given to us.
âRe-experience the wonder of your childhoodâ, was the prize on offer, and instead we chose to blast through the streets we grew up in on a souped-up turbo-charged racer, those streets a mere blur through a window already grimy with dust.
And we keep on doing it.