Casualties of Warcraft: Is the world's most played MMO too easy?

December 27th, 2012

Author: James Connor

The massively-multiplayer online (MMO) genre has been a staple of PC gaming for many years, with many different takes on the genre coming and going. Prime among these has been World of Warcraft (WoW), which skyrocketed to worldwide popularity in 2004. Now in its 8th year, it charts new ground with the release of Mists of Pandaria. While reception has been favorable to this new offering, there always exists a section of players that feel that the best days are long behind them. Some will say the game has been made far too casual or that the original WoW was and always will be the best it ever had to offer. With each expansion, are we witnessing the slow death of greatness?

To understand this, let's take a look back at what WoW used to be, and what it is today. When WoW first came out, it changed the game completely in the MMO scene. Before WoW, an MMO's idea of content was making you grind mobs until you realized what you were really grinding was your soul. It introduced fluid questing, and put the fun back into the genre. I have very fond memories of these days, but I wouldn't go so far as to say they were my best in the game. During these times, my class didn't even make sense: as a Balance spec (magic DPS) Druid, there was little for me to even do that meant anything. Raids required 40 well-organized people to spend hours fighting away at difficult content for the chance to then fight your raid group over who got rewarded and how. There was no encouragement at the time to play as one of the different specs your class had to offer, it just didn't work.
 



Some look back on this time though, as the moment WoW was a real challenge. When you get right down to it, the real challenge was getting that many people to be dedicated and loyal to do the work they had to do. Received all of your gear from a specific tier of raiding? Great, now keep doing it for three more months while the rest of us gear up too. That was the reality for most, and it often didn't work out too well. Many would simply get the gear they needed, then dump that guild for one that was progressing through the next level of content. This created scenarios where guilds would never get past the first tier of raiding back then.  I saw it tear many guilds apart, as it was very difficult to keep that many people in line for little reward. 

I don't miss 40 man raids personally, as they always felt like a mess to me. I was fine with it at the time, because that's what there was. If you didn't like it then there wasn't much reason to keep playing. Even regular five-man grouping had its difficulties, as getting a group together would sometimes involve long waits, scraping together a group of people from general chat to attempt them. Of course, if you had people in your guild to do these with, it wasn't that bad getting a group together, though not without issue. 

What I do miss from these days is the scope of what Blizzard tried to accomplish with some aspects of the game. We will never get an event like the opening on Ahn 'Qiraj, which involved an entire server banding together to supply a war effort, and guilds globetrotting and completing legendary quests so that one of their members could have the honor and reward of opening the gates. I remember waiting on my server at 3AM for a gnome to hit a gong. I'm sure that sounds rather boring, but at the time it was amazing, and WoW will never have experiences like that again.
 


As the game progressed, systems were changed to address certain issues the player base had with raiding, progression and overall scope of content. Raids were reduced to 25 people, and 10 man raids were introduced to a few areas. To some this signaled the beginning of the end for raiding in WoW. Gone were the days when 40 people marched forward to ultimate victory. Some felt like their accomplishments were being diminished, or that raid completion is only earned by the best. The fact was though, that only about 1% of the player base even got to see some of the higher-end content in the original WoW. Limiting access to that content because it should be "earned" wasn't benefitting anyone, but the most elite of the elite. What good was great content if nobody could access it? Changes had to be made, and they would continue to be made as the game grew.

With Wrath of the Lich King, all raids were given two versions to allow guilds of all shapes and sizes to experience the content at their pace.  Raiders could now take on raid content in either groups of 10 or 25, or both if they really wanted. This allowed smaller guilds to still access raiding content that was otherwise out of reach to them in previous expansions. Parties could now even be formed automatically with the implementation of the looking for group tool. This allowed for easy access to the game's dungeons without the need to assemble a group from scratch. The cries continued that this content was being made too accessible, and that WoW was becoming even more casual as a result. To these naysayers, accessibility and casual gameplay was the exact same thing. The problem with this argument is that Blizzard still gave hardcore players things to strive for in the form of hard mode encounters, which rewarded raids with additional or better loot for facing more difficult encounters. 

While I was not very pleased with what the Cataclysm expansion offered, it did implement many changes that I love, while hardcore players felt it was taking away their game. Namely, the Looking for Raid tool, which much like its dungeon counterpart, allows you to be placed into a raid group automatically, and have a chance to experience raid content without the worry of having to first establish a guild. This gave players a chance to gear up and practice fights for when they went with their guild, and overall allowed people to experience content they otherwise would probably never have without that tool. However, this new tool was met with the same dissenting opinions that came with the other additions to WoW’s raiding systems.
 


The real problem that most of these players have is that they feel like they had a special club before. in the original WoW, they felt like they were better than everyone else because they had raiding gear and most others didn't. They looked at many of these changes as taking away from their access and wealth. If others can get the same gear I have, that makes it less special. These people felt entitled to their status, and any attempts to allow others to experience that content was almost viewed like many social policies are by some in our own government. Some even went so far as to call gear obtained through more accessible means "welfare epics". 

The biggest truth of all though, is that WoW was always a casual game. The MMO's that came before it were far more unforgiving about access to high-end content, if there was any to be had. The reason WoW was so successful is because it was casually accessible to a much broader player base. To say WoW was much more hardcore back then is missing the point of what the game is today. We all grew up, and the game grew up with us. These changes were made because we as players changed as time went on. I remember farming for days just to get enough gold to buy my first mount, or spending months going through Molten Core in a spec I never wanted to be. I remember spending hours trying to find the right group to do a five-man instance, only to never get the gear I needed time and time again. I remember being locked out of content, simply because I never had access to methods that would allow me to experience it. I do not think those memories define what WoW, or any other MMO. 

WoW is about the adventure you have, not the gear or level of effort you put into obtaining it. With Mists of Pandaria, Blizzard has given players more content than they know what to do with, and has gone to great lengths to make it as accessible as possible. The journey through that content is still very much alive, and making it easier to access for a broader spectrum of players has not diminished that journey. With the direction Blizzard has taken with WoW, I am confident that its best days are still to come. 

Comments

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I miss the 40 man raids. They did make the game easier for casual gamers. I quit after BC before FT. For me, that game had run its course.

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Posted Thursday, December 27th, 2012    Quote This Post
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well Yeah, I can see why, since they losing sub, they might want to bring in all kind of player to play not just the hardcore raider and pvper. But it seem the look for raid feature is a bit of a burden to the whole WoW gameplays, instead of fun doing them, it more like you have to farm them otherwise u wouldn't have the gear to do the actual raid. Also, I do find it hard to believe that now it all about dailies lol... I miss those day in WoTK. I didn't start from vanilla WoW, so I wouldn't know how it was but from WoTK, I enjoy raiding.

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Posted Thursday, December 27th, 2012    Quote This Post
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This game looks familiar seems like WoW

Search up "Do a barrel roll" on google, and see what happens :D

3
Posted Thursday, December 27th, 2012    Quote This Post
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UnknownMonkey101 said: This game looks familiar seems like WoW


Did you even bother to read any of this? What about the title? Do you know what WoW stands for? of course it looks like WoW because it is. If you read it the writer says WoW several times.

I meant WoLK instead of FT. Frozen Throne was WC3.

As far as vanilla is concerned, many of the fights were purposely made unbeatable to stifle progress. WoW also had a terrible release with server instability and the servers being shut down for a bit. Despite all this, vanilla was fun and very memorable (even with all the server and guild drama).

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Posted Thursday, December 27th, 2012    Quote This Post
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My friend and I were just having a conversation on how some of the new MMO's bring nothing new and or no challenges. This should be an interesting subject.

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Posted Thursday, December 27th, 2012    Quote This Post
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WoW .. was nice for first 3 years.. after that only worse and worse ..

Get A Life? I'm A Gamer. I Have Lots Of Lives!

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Posted Thursday, December 27th, 2012    Quote This Post
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While I agree that some of the vanilla content's raid challenge was simply keeping 40 people on task and operating fluidly, I feel you can't honestly argue that the game isn't significantly more casual now than it used to be. Streamlined specializations mean my choices don't shape my character in a significant way. Yes, I have 6 talent choices to make, but maybe 2 of those choices are significant enough to have any really noticable effect on my raid effectiveness. Many bonuses that accumulated over the course of 5 or 10 levels are now given in lump sums, typically at lower levels than they were previously available, and powerful abilities that were formerly top-tier talents are given to players as low as level 10. Several classes have been dramatically simplified to increase their popularity with less advanced / more casual players, and many class mechanics and instance challenges now promote a brute force over strategy approach to most fights. Boss mechanics may still be complicated or challenging, but players are now offered a handy little dungeon journal, complete with a map of the dungeon, boss locations, loot tables, and a complete list of the boss's attacks and mechanics.

Low end game content has not been adjusted to compensate for balance changes made for the sake of the end game. As a result, many players find themselves dramatically overpowered for long stretches of the game. My warrior can effectively 3-shot almost anything he's come across, and has since he was level 10. Charge -> Mortal Strike -> Execute. Occasionally a slam, if the creature has particularly high health for its level. He has an average gear level 15 levels below his actual level, and hasn't done an instance yet. Players should not have to wait until they're level 80+ to experience danger.

Instances pre-cata are no longer challenging; they're races. Tanks speed through pulls and have the power to hold groups that, at those levels, would have been unheard of before; DPS no longer need concentrate on a single target, as any one of them can annihilate a target in under 20 seconds. Healers rarely struggle at these levels; most have spammable heals and resources that are much more easily managed than they were even a few years ago.

I'll be the first to concede that 40-man raids and the lack of a LFG tool made certain content elitist-only, and I'm more than happy to see that that particular issue has been addressed. But the game is now so streamlined, the challenges so simple, that the game is far too easy at almost all levels of play. The game should be fun at all levels, not simply during end-game content, and I feel that the challenge needs to be bumped up.

Possible solution? Create a few new servers, tagged "hard mode pve" and "hard mode pvp". These servers would have the same quests, enemies, zones, classes, etc, but enemies would hit harder, have larger a larger aggro radius, more health, and higher defenses. Offer free server transfers to the hard mode servers for the first few weeks. Players looking to continue playing WoW, but want to get their butt kicked regularly (ala Demon Souls/Dark Souls) would play on these realms. Players looking for a more casual experience would remain on their current realms.

*shrugs*

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Posted Thursday, December 27th, 2012    Quote This Post
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I do agree it is getting worse...

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Posted Thursday, December 27th, 2012    Quote This Post
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true, plus... say u into serious raiding, first u have to take the time to do your dailies everyday... and the LFR which take about 6-8hrs total to do them all.. then... there your real raiding... which is a pain the ass.. it totally getting worse!

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Posted Friday, December 28th, 2012    Quote This Post
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nice

COREA

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its getting too easy

Hoo-Rah!

11
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for babysitters

This is the last what U can c atm

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its probably most popular because its so easy

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I do agree that its got easier but i have noticed more players in it. Realms that were once dead brought to life and a lot of people not understanding how to do a quest or raid because they were a newbee who had never done it

they game was preety hard up to CA but this new addon is pretty easy and i belive this to be them trying to attract a younger group of people. i mbelive over time it will become the game harder with more intense raids and over powered bosses however i still find MOP to be pretty enjoy able and still run itto hard to kill critters and bosses

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Fun times for the first few months after that just got stale of this game...

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This article is completely missing the point. The theme being that the game really hasn't taken a downturn because there is more of a player base now that can access all content. What kind of statement is that??

The game has taken a huge downfall but you have to look at it for what it is.. a GAME. More specifically an MMO. If I wanted a game where I could access all content and make sure I defeat every boss and obtain every piece of loot I would play some single player game where I know I can play when I want and have a tremendous story line and a fun time, but thats not why people play MMOs. MMO stands for massive multiplayer game, a game where people log on and play, not for the story and the quests (cause lets be honest I can find 10 times the story in a single player game in a dusty old gamecube that I can in an MMO), but for the chance to play with other people, interact and create a great relationship with other people.

In old school WoW, which I believe to be both vanilla and BC, you would have to try hard to get to know people, build relationships and fight through to victory. This article describes guilds being torn apart by people obtaining the gear they need and leaving for a guild with the next content. That is not a guild, just a grouping of people who truly do not want to play together just to stoke their e-peens and show off. A true guild is one that sticks together and fights through to have fun because it is a game and their goal is not to be the best but to have fun. In vanilla I remember going into Molten Core with about 25 members because we didn't have the numbers to fill the rest of the slots. But hey, we downed some early bosses and had a blast doing it. Did I ever wish I was an elitest who just grinded out the game at that time? No. I was fine with my content I was experiencing because I was having fun with the people I knew I could have fun with. I created great friendships back then and wouldn't trade it for any other game experience.

Now adays you join a looking for group/raid queue, join a bunch of people you do not care about, down a boss thats not challenging and then leave never to see these people ever again. What's the point of an MMO then? People I still talk to til this day have been from guilds I was apart of in Vanilla and BC. People from there on out? I couldn't even tell you their character name because I never needed to see them for more than one instance.

You say that WoW has allowed for more of a player base but what about the player base its losing with hardcore players not being able to get what they want out of the game? Should they have to suffer just so that people who put in less time feel on equal footing? They may be as skilled but they aren't putting in the time. I don't care if its because they don't have the time to invest into a game, that just means they have a better life outside of the game that these hardcore elitests don't have.

With the decrease of challenge comes the decrease of comradery and the eventual death of the MMO.

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it has lost alot of there past hardcore gamers but they stick around i cant tell u how many times my newbee friends die from a old timer that you have known since before bc and is one of the most talked about guild master or pvp champ

i do think they are not loosing as many gamers as they are gaining think about it mop is them being blizzard expanding to asia asia=61% of people live in asia while america =14% and europe=11% more people means more gamers and if they havent played the game before theres alot to do

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MAW-DUECE said: it has lost alot of there past hardcore gamers but they stick around i cant tell u how many times my newbee friends die from a old timer that you have known since before bc and is one of the most talked about guild master or pvp champ

i do think they are not loosing as many gamers as they are gaining think about it mop is them being blizzard expanding to asia asia=61% of people live in asia while america =14% and europe=11% more people means more gamers and if they havent played the game before theres alot to do


I am sure they are losing more subs than gaining them. There are graphs out there that show this.

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original WoW will be something put into gaming history and is a framework for all mmo's to come. I do not play or enjoy WoW anymore but it did something to the gaming world entirely that i have a huge respect for.

Lifes A Garden.. Dig It (joe dirt)

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Burning Crusade was by far my favorite. Some of the most memorable raids (Karazan being my favorite for sheer variety and epic encounters) and the best looking armor in my opinion, not to mention great pvp, though I do miss ranks from vanilla WoW. Raid progression in BC was a tough task and required a lot of planning. I was late into Wrath and didn't get too experience much of the raiding until later but the change from bosses dropping pieces of armor to dropping tokens seemed to cheapen the system a bit. Cataclysm was a good romp as blizzard had a decent grasp on what to make and how to do it. Also, I quit before MoP had come out. Overall it always was a great game but is really showing its age.

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I loved WoW in the begining, now it's seems more geared towards dailies.

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wow to me got good during BC and now has turned into grinding for gear for people who have the most time on their hands

PEw Pew

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Skeetles said: With the decrease of challenge comes the decrease of comradery and the eventual death of the MMO.


This. Back in the old days, grouping didn't apply solely to raids and instances. Hell, young night elves had a quest to kill an elite moonkin before they hit level 10 that took a partner, if you were a particularly good team, or more frequently 3 or 4 people to kill without a casualty. You ran into group quests frequently at all levels of gameplay, and few but the most skilled and twinked players could solo them. You had to build connections, make friends, and learn teamwork to progress through the game, or else you accepted that casual, self-centered gaming meant you missed content and had sub-par equipment. You were not rewarded for isolating yourself from the community.

When I want a game that is fully accessible with a casual play style, I pick up a console game. I can explore every inch of every dungeon, find every piece of loot, kill every boss, and experience every story and quest my way, at my pace, and since the game isn't designed for groups, it's all accessible to me. An MMO is for cooperative play, and while having some solo / casual accessibility is fun for days when I only want to be online for 20 minutes or so, I expect to be put into challenging situations that require communication and teamwork.

IDK. I keep wanting to see an MMO with brutal difficulty, a steep learning curve, and a heavy insistence on teamwork. An easy or casual game puts me to sleep (often literally). I need to be engaged and constantly challenged to really enjoy a game. A perpetual sense of danger, always analyzing the situation and making difficult decisions. But I know a game like this will likely never emerge; the casual gaming model will always be more profitable, because there will always be more casual gamers. *sigh*

Ah well.

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explosivecough said: original WoW will be something put into gaming history and is a framework for all mmo's to come. I do not play or enjoy WoW anymore but it did something to the gaming world entirely that i have a huge respect for.
i agree with this it did change the gaming world and had many popular games based of it

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MDaen said:
Skeetles said: With the decrease of challenge comes the decrease of comradery and the eventual death of the MMO.


This. Back in the old days, grouping didn't apply solely to raids and instances. Hell, young night elves had a quest to kill an elite moonkin before they hit level 10 that took a partner, if you were a particularly good team, or more frequently 3 or 4 people to kill without a casualty. You ran into group quests frequently at all levels of gameplay, and few but the most skilled and twinked players could solo them. You had to build connections, make friends, and learn teamwork to progress through the game, or else you accepted that casual, self-centered gaming meant you missed content and had sub-par equipment. You were not rewarded for isolating yourself from the community.

When I want a game that is fully accessible with a casual play style, I pick up a console game. I can explore every inch of every dungeon, find every piece of loot, kill every boss, and experience every story and quest my way, at my pace, and since the game isn't designed for groups, it's all accessible to me. An MMO is for cooperative play, and while having some solo / casual accessibility is fun for days when I only want to be online for 20 minutes or so, I expect to be put into challenging situations that require communication and teamwork.

IDK. I keep wanting to see an MMO with brutal difficulty, a steep learning curve, and a heavy insistence on teamwork. An easy or casual game puts me to sleep (often literally). I need to be engaged and constantly challenged to really enjoy a game. A perpetual sense of danger, always analyzing the situation and making difficult decisions. But I know a game like this will likely never emerge; the casual gaming model will always be more profitable, because there will always be more casual gamers. *sigh*

Ah well.
i do remeber when it was like that and i miss it dearly

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