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Wednesday, February 01, 2012

Locking out the weekly lockout.

I’ve been thinking a lot about this statement, and I’m now comfortable saying it. Recently, many debates regarding raid design, instance design and general game design have seen me feverishly participate and reform opinions that might have been coalescing in other directions. Thanks for that have to go to the brave and the bold that populate the hotbed of frustration and angst that form public Internet forums. That said, sometimes the wails of the serial malcontent resonate with me in ways I never thought possible.

With the preamble out of the way, here’s the statement:

I never enjoyed gaming more than when I played level 70 content during World of Warcraft’s first expansion set, The Burning Crusade.

It’s not an easy conclusion to draw when most of the time since then has seen me believing that the game should be hard, it should be exclusive, it should be teaching people to play and it should be a learning experience. I still hold true to some of that and shall ever remain so, but it wasn’t those things that made my Outland exploits so enjoyable.

No, it was the ability to log in and play high-class content I enjoyed with the people I enjoyed playing with.

This is something of a shout-out to some of my old buddies, but also a reminisce for the sake of my gaming future. Unfortunately, I’m a basically disagreeable young man who cannot simply “accept” things. I’m one of those who is perennially curious to figure out exactly why things do what they do. Sure, I may not always come across a clear or lucid answer, but I honestly believe even the hunt to be enjoyable and rewarding.

So we come to The Burning Crusade and what exactly it was about it that enabled me to just log on and play this high-class content. The “quality” of heroic dungeons and raids (or dungeons in general) is a nebulous term that leads to the most subjective assessments a gamer can make. But I loved the content itself, and the fact it let me play with my friends on my own timetable made it very, very special. If I logged on and got asked to do the Shattered Halls for the Savagery enchant, I’d be all over it like a tramp on chips. It didn’t really matter who I played with, it’d be fun and I could do it all again if I was in the mood. If someone who wanted to do the instance for a similar reason was to jump on midway through, it was no problem. We could do it again later or, if I couldn’t be bothered, we could do it the following night.

And the answer peers into view.

”… we could do it the following night”.

It’s impossible to say what caused the subscription bleed from World of Warcraft, largely because there is no “one true cause”. But as I sit back in my chair thinking of the number of times I’ve heard statements like “I play to have fun” or “I want a game and not a job”, or even “I just play because my friends do”, it’s impossible to ignore that the complaints have typically been accompanied by “having nothing to do” or “not having enough content”.

The answer is becoming clearer.

What people are actually saying is that they’re logging on and not finding enough of the things they like to do available to them. As everyone is now pretty much shoved into raiding because the entire game is aimed squarely at it, the Cataclysm expansion has given raiders seven bosses a week at worst, and thirteen bosses a week at best. Yet, during my time in Outland, I could log on any night of the week and have access to a choice between thirteen raid bosses every. Single. Night.

So there’s my culprit, ladies and gents. The weekly lockout.

During a week of dungeoneering, I had the option of tackling ninety one separate bosses that dropped raid quality loot for me. That is an absolutely staggering number when you consider my options are now limited to eight. When you also consider that I could do any one of those bosses whenever I chose, and with whomever I chose, the linear style of current raiding looks stifled and bland in comparison. Now of course it’s understood that dungeons are not the same as raids, but as someone who’s always loved competitive and challenging PvE, it’s absolutely incredible just how little of my favourite content now exists. Not a single one of the current dungeons are worth my level 85 time, and the eight raid bosses are dull and unimaginative.

This is not mentioning the fact that I have to plan my life around being online at the same time as the other raiders in my guild are, rather than simply logging on and getting stuck in whenever I like with whoever happens to be online.

A dear friend of mine suffers from a debilitating physical illness that sees her availability to play peak and trough quite dramatically. From one hours end to the next, her physical condition can change for the better or worse and dictate whether she wants to do some group content. If the weekly raid time came up and she simply wasn’t up to it, she’d be waiting and hoping that next week would come without incident. Back during The Burning Crusade, endgame dungeons were wonderful because she could simply announce in guild chat that she wanted to play a dungeon and those with the same urge could group up and enjoy playing together for a couple of hours.

Unfortunately, Blizzard is short-changing everyone with their current plans for World of Warcraft. Everyone is shoe-horned into raids because that’s the only “viable” content, and this immediately puts the entire PvE playerbase into each other’s hands with regard to planning their lives to raid. The weekly lockout forces players to be on time or miss content, something that has seen a solution with the hideous creation of a “looking for raid” tool, a mini-game queue that dumps random players into a gutted raid experience with all depth and challenge removed.

At this point, it’s understood fully that bringing back the Outland model won’t work as the community has moved on; but doesn’t that imply that the community will have moved on from the need for a weekly lockout?

Ultimately, what’s the purpose of it and what is it designed to achieve? It was fine having a weekly raid lockout during a time when there was a lot of other viable content to play, but with that no longer the case (and not going to be the case in Pandaria) why is it still around?

A cynical person might argue that game developers don’t want their players gearing up in less than a week, thus keeping them playing longer. But even then, there are ways to achieve that goal without giving players six empty nights while they wait on Wednesday maintenance. Gating has been a successful method of holding up progression in the past and, even if it wasn’t implemented, only those at the top of the tree would burn through content in a week. The vast majority of the playerbase would have access to viable content for a lot longer.

Another argument, of course, is the amount of time required. If three raid nights are needed to get through thirteen to fourteen bosses, nightly resets make this impossible. But we live in a game world with short raids and extended lockouts, something that makes this particular argument null and void.

I could just be sounding off again, missing the point and making a hash of what little sense I’m speaking. But it seems to me that there is no real requirement to maintain a weekly lockout anymore and all it’s doing is inciting frustration and keeping people from doing what they enjoy most.

Playing content, developing their characters, putting themselves in control.

Am I forgetting something?

16 comments:

  1. Hiratha2/2/12

    I admit occasionally I'd go into the raid content and just perform appallingly. ;) Oh hai Ulduar hard modes in latter Lich King o/ Hai Al'akir o/

    Honestly, that was something I loved about TBC and WotLK. Dungeons - assuming you didn't vastly outgear them - were fun and challenging to do with friends (and a real challenge to do with pugs) and due to dungeon finder not being introduced until pretty late on in wotlk, were things you actually, you know, did with friends rather than rolling the dice on whether you get four random assholes/idiots. (Disclaimer: Since I wasn't actually IN a guild like EoN in TBC, I was pugging pretty much everything - sometimes with my paladin tank friend - and that did still have a fair chance of getting a shit group. Ask me sometime about trying to do Halls of Stone every day, as a pug, to get the stupid epic dagger at the end and almost never getting past the stupid Brann event. It was still better odds than dungeon finder, though!)

    I think getting rid of normal mode level cap dungeons in Pandaland is a mistake. I think moving back to the TBC model of normal mode dungeons for a bit of challenge and trying for gearing up (stick these in the dungeon finder! think of them as LFR difficulty - will still wipe you if you totally fail but reasonable competence will see you through) and heroic mode dungeons (like normal mode raids, you wouldn't see these in the dungeon finder) for a lot of challenge for small, friend-based groups (and, yes, skilled pugs) would suit me very well, though due to virtually all my friends/guildies quitting or going uber-casual I'd probably have to find a new set of dungeoneering buddies.

    ... Okay, seriously, isn't the new LFR-model the PERFECT time to bring back TBC style dungeon difficulty? The concept is practically already introduced. Easy for the dungeon finder masses, hard for the organised groups, just on a smaller scale. Maybe "challenge mode" will do this?

    I think that right now, while a seven boss raid isn't necessarily a bad thing? If you're only putting seven bosses in the raid you'd better have more than one raid per tier or your raiders are going to be bored witless. By and large neither WotLK nor TBC (afaik - didn't get far in raiding in TBC) fell into this trap with the notable exception of Trial of the Crusader - and even then at least we had 10/25 separate lockouts + Onyxia introduced.

    To me, removing the weekly lockout seems like more of a bandaid for having less content than a real fix. I'd rather have more content and not need the removal, if that makes sense.

    And I think there needs to be content for people who don't enjoy raiding. There needs to be content for people who don't enjoy raiding OR dungeons particularly. And that all the content - raid, dungeon, solo/sandbox play -needs to be compelling, fun, and interesting, and WoW is not delivering on ANY of those counts this expansion. Pandaland better step up the game considerably.

    Incoherent Hira is incoherent! :)

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  2. Hiratha2/2/12

    Holy shit I didn't realise it had ended up that long. o.O

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  3. You’re touching on a point I’ve made a number of times recently, that being the removal of challenging five-mans is actually taking content away from people who enjoy playing with a close group of friends. And honestly? It’s that I miss more than anything. TBC and WotLK were very special because it was a very special group of people I played with.

    And while I totally understand your point about keeping the weekly lockout but having more content, it’s just not going to happen. The raid boss count simply isn’t high enough if you expect people to only want to play raid content. Even in a tier of 14 to 15 bosses, if dungeons are easy and geared past a week after dinging, that only leaves 14 to 15 bosses a week.

    Your point about Trial of the Crusader is a good one – considering that it’s generally thought of as the worst raid ever released, there were still hardly any complaints that it wasn’t enough content. That was because the same character could, conceivably, kill 20 bosses in one week… And that was PRIOR to the release of Onyxia.

    We’re not going to get more content, and the loss of level cap dungeons and challenging heroics means we’re actually going to get a lot less of it. The argument that players shouldn’t want WoW to be their only game is null and void because we’re paying £9 a month for it ON TOP OF BOX SALES, and that’s simply not justifiable for such limited options.

    In a world of few bosses, savage nerfs for non-current tier, no decent five-mans and no other PvE options to speak of, removing the weekly lockout seems to be the only solution to people not having enough to do.

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  4. Hiratha2/2/12

    Honestly, I don't think it would work. Bandaids are not, in my opinion, enough. More content (for EVERY type of player) or bust at this point. I'm willing to forgive Cataclysm as they did an awful lot to the old world (even if they did fuck up the difficulty) but Pandaland being delivering the same deal, I will not stick around for. Based on their sub numbers currently falling pretty rapidly, I'm guessing a lot of other people would walk, too.

    They still have a lot (most?) of the designers that made TBC and WotLK, as far as I'm aware. Certainly the blue posts lately have said as much. Therefore, they're capable of producing an expansion like that again. If they don't in Pandaland, then I can only assume they're just using WoW as a cashcow to tide them over til the release of Titan and I don't fancy providing milk!

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  5. Ghostcrawler and his team (guesswork, but educated) properly took over just after the release of Ulduar; their first work was Trial of the Crusader, then putting the touches onto an already developed Icecrown. Prior to Ulduar, they'd been piggy-backing the previous designers in order to learn the trade, so to speak.

    Cataclysm is this team's first expansion, and it's the worst to date. Aside from the lack of innovation, the lack of imagination and the lack of any ability to solve the cause (as opposed to the effect) of the problems they're making, they appear too pig-headed to listen to thoughtful prose on where they might be going wrong.

    The days of plentiful content with depth are, in my humblest of opinions, long gone. Hence why I moved on from WoW and am desperately looking forward to Guild Wars 2.

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  6. Hiratha2/2/12

    I don't think that's the case - Ghostcrawler was very active certainly from WotLK beta onwards, and one assumes that he and whoever else they hired at the time had a very big hand in all of the raids therein. Also, a recent blue post specifically stated that the Ulduar raid designers are still designing the raids. :o

    Other than that... Well, I'm giving benefit of the doubt til Pandaland, though I must admit that since virtually all of EoN and my fiancé quit the bloody game WoW has lost a major part of its appeal for me. :P

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  7. I guess I can touch this subject too. While I was reading this text I started to think about the best times / memories from my "gaming career". (I won't touch single-player/co-op on same console/PC stuff as it's not relevant in this context and will focus mainly to online-games).

    My first steps into online gaming were C&C Generals and Battlefield 2 but didn't play those much so I'll start with some later ones. The very first multiplayer online games I experienced properly were Call of Duty 2, followed by CoD:Modern Warfare 1. The question is - why did I like these games so much and what made them enjoyable?

    They were easy to get into but kinda hard to master, that's one thing for sure. These CoD's were the best FPS-games in my opinion too, they still are. Now, few years later I can say that one good thing in them was accessibility of them, you could play for 15 minutes or few hours - start whenever and stop whenever you wanted. These games were giving challenge everytime I played too.

    The counterpart of this kind of involving is scheduling - my nemesis in MMO's. I was against the idea of scheduling parts of my life because of a game to experience it properly and after I did it (one time per week though) I think it's one of the reasons (along many others, lack of PvP-balance/fun and somehow tired athmosphere in general) what pushed / is pushing me away from WoW. I just want to play with friends / guildies then and now, not with tight schedules.

    I used to enjoy WoW most during WotLK, mainly because I was having enough fun with PvP/PUGs and without schedules. Tier 11 was fine, but it was fine because of awesome raids and a new guild (which I'll miss a lot when I leave WoW permanently).

    Currently I'm leveling in slow pace my dear Juggernaut in SWTOR and I'm aiming to PvP only at 50s, because I'm honestly can't bother myself with scheduling Operations. I used to PvP (and do some PUG's) through WotLK and I'll PvP through SWTOR - it's like coming back to home I think. :) I'm not sure how Flashpoints are in SWTOR but if they're enjoyable I guess I'll do those sometimes too if I manage to pick up an group from my guild.

    There's a point somewhere in my post (I think) or maybe it's just a brainfart to the screen.

    P.S. Currently I'm playing SWTOR and Starcraft 2 which I truly enjoy at the moment. I faced my nemesis - playing online - in SC2 and it's actually faster than I thought which was a pleasant surprise. The matches are quite fast, 15-30mins approximately.

    In SWTOR I'm leveling and enjoying the RPG-aspects and such without pressure about the level cap.

    Good times overall, although I still miss my golden times of WoW.

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  8. Hira: I know the blue posts you're on about, but Ghostcrawler and his team started prior to WotLK launch but were only shadowing the original developers to learn the ropes (Greg Street himself started at Blizzard in February of '08). That shadowing ended once Ulduar was completed, so the new guys took the reins after that.

    It's documented that the first raid Greg Street called the shots on fully was Trial of the Crusader. Gee gee.

    As for playing with your significant other and your guild... I know of quite a few who'll be getting back together again for Guild Wars 2. One hopes you'll be among them. :)

    Hai, Wil. :D

    I can relate to your entire post and, in truth, I sort of mixed up two posts in one. You've picked up on one of my points (scheduling), while Hira picked up on the other (lack of content, particularly five-man relegation). Ultimately, it's a bad situation for WoW to be in because they have two problems to deal with, and both look to have seperate solutions.

    As for Star Wars endgame, it's more of the same I'm afraid so if you got fed up of general endgame scheduling, there's nothing new to see here - even the chase for nerd points that you and I dabbled in has gone the way of the dodo. But ultimately, it "feels" kind of like vanilla Warcraft did; simple encounters, but with mechanics that are really up to the individual raid group rather than Cataclysm's demand that you get THEIR mechanic absolutely right, or you wipe.

    In short, more depth.

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  9. Hiratha3/2/12

    I just can't believe that any company would be thick enough to change their *entire* team for their biggest game. o.o Possibly I'm being too generous...

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  10. That's pretty much what they did, developer wise.

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  11. Hiratha3/2/12

    Faith in humanity's intelligence... dwindling...

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  12. O hai Zell.

    As I mentioned I'll be playing PvP in SWTOR and I'll be able to "grind" Valor Ranks or w/e they are without schedules - at least at the moment. But there has been rumours about rated WZ's which basicly means schedules. ;_;

    Only time will tell though. :) Any chance you play SC2 online?

    P.S. I spent 13 euros to be able to say hi to guildies in WoW. Did 2 bg's and got frustrated so quickly. :D

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  13. Yeah, warriors are really dire in PvP at the moment. =/

    But, no - I don't play Starcraft. Frankly, I think I'm done with Blizzard in its entirety now that they're starting to mirror very typical Activision behaviour.

    It's a real shame. :(

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  14. It's not only the warriors. In my opinion the whole PvP-scene is some serious taurencrap at the moment. Of course there exist inbalance specs / classes but there's something else wrong too.

    I used to spend like +80% of my WoW-time (and my /played was probably over 120 days during WotLK) in random battlegrounds during WotLK. With different classes like Priest (both Shadow and Discpline), Restoration Druid, Mage with Fire/Frost specs and on my Warrior of course. I was usually wearing gear from last season as I wasn't playing arena at all but I was still able to kill people and even 1vX some of the fights.

    Currently 1v1 fights last forever and the winner has been decided before the first seconds of battle. PvP has just lost it's shine, no matter from what angle I try to see it.

    Of course it can just be a personal "fed-up" but I doubt it's completely dependant about myself.

    You should try-out Starcraft in my opinion, at least the story in single-player campaign was awesome and multiplayer-mode feels cool yet I've only played like 20 matches. Although I understand if you don't want to touch Blizzard's product anymore. =)

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  15. An addition to previous post:

    In my opinion you can see the direction of PvP by looking for PvP-movies and checking out them. The most entertaining movies have probably been done during TBC and WotLK (of course Vanilla-vids have their own magic).

    Haven't seen a single good or entertaining PvP-video from Cataclysm. Well maybe Dakkroth's 3v3 footage is pro and Bebep's second video is quite good but they're the exceptions.

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  16. I think much of the “video making” has gone away in general. As in, the entire machinima community seems to have nipped off on hiatus and it’s been a while since good stuff has popped up. And while I accept that the general balance in PvP is crap right now (rogues and Feral’s being brokenly strong), warriors really are bad; even the NAO organisers are actually on record as wondering why a team would show up with a warrior, effectively gimping themselves for no good reason.

    I might give Starcraft a go eventually, Wil. But I’m playing Star Wars at the minute, interspersed with a bit of Everquest 2 and Age of Reckoning… So finding the time might not be that easy. :P

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