WoW: On Change and Impermanence

World of Warcraft is famous, or perhaps infamous, for change, for constantly reinventing itself. Classes change, often radically, with each new expansion, and the game’s systems and content are in a constant state of flux.

The climax of the Shadowmoon Valley storyline in World of Warcraft: Warlords of DraenorThere was a time when I tolerated, even welcomed, this level of change. I enjoy the idea of an ever-evolving virtual world, and I respect Blizzard’s desire to be constantly tweaking, constantly looking for a better way.

Indeed, change is a necessary part of any online game. Change too little, and the experience becomes stale. Minor annoyances become intolerable over the course of years. I’ve spent a long time complaining about the lack of change given to the rogue class, and I’m overjoyed we’re finally getting an overhaul in Legion.

Still, I am now reaching a point where I believe World of Warcraft is changing too much. Or, perhaps more accurately, it’s not offering enough permanence.

I fully grant that this is not a black and white issue; the line between too much and too little change in an MMO is incredibly blurry and probably different for every individual player. But I’m still going to attempt to make the argument that WoW is now in too much flux.

Class war(craft):

I really don’t want this to be a post about my own personal gripes with current class design, but I must bring them up at least a bit just to give an example of what I’m talking about.

A sad. I has oneAlthough my main is a rogue (in so much as the term “main” has any meaning for an altoholic like me), I also play a warlock quite a bit. Now, for the second time just since I started playing one, warlocks are being rebooted as a radically different class. I rather liked the first reboot, but this coming one is tickling my fancy much less, to put it mildly.

I find myself with little enthusiasm to muster about the warlock class as it will exist in Legion. For that matter, I’m also none to keen on the changes planned for monks — windwalker spec aside.

This has me wondering if checking out some new classes might be worth it. Demon hunter is obviously tempting, but with the current state of alpha, it’s hard to say how much I’ll enjoy it.

Hunter, on the other hand, is intriguing. Hunter class mechanics never quite clicked for me, but I love archer classes as a rule, and their changes in Legion look very appealing.

In particular, the dark ranger talent has perked my ears up. I’ve wanted to play as a dark ranger for years, archery and shadow magic being two things I love. It’s the chocolate and peanut butter of class design.

My hunter in the Arathi HighlandsYet I have to wonder: Is it worth getting invested in a new class when all these new toys that excite me might be thrown out later? Perhaps Blizzard will later decide to add an actual dark ranger class and remove those abilities from the hunter — they’ve already proven themselves willing to gut existing classes to build new ones.

That would make all the time I spent leveling, gearing, and growing to love a hunter a waste.

Constantly trying new classes used to be one of the main things that kept me playing WoW, but now I struggle to find the motivation. Class design now seems so mutable that there’s not even any point in getting invested in something new and exciting.

And yes, I’m looking forward to the upcoming rogue overhaul, but I imagine there are more than a few who are upset by how much their class is changing — almost into something unrecognizable — and I can’t say I blame them. While these particular changes appeal to my tastes, the truth is we probably didn’t need change on this scale. All we rogues ever really wanted were some quality of life tweaks, better animations, and one or two cool new abilities.

Plus, I do wonder if it’s even worth getting excited about the new rogues when there’s a good chance all the things I like are going to be thrown out and replaced in an expansion or two anyway.

A shaman's cave in World of Warcraft: Warlords of DraenorAgain, I don’t want this post to be about my personal gripes. You might not agree with my complaints about Legion’s class design. But I wager most people who’ve played WoW for any length of time can think of at least one example of a class they loved changing into something unrecognizable that they no longer enjoy.

Fleeting features:

Ever-changing class design isn’t the only issue, though. I’m also growing increasingly distressed by Blizzard’s new policy of adding features that are only used for one expansion, such as scenarios, garrisons, and now artifact weapons.

This, to me, just seems asinine on so many levels. I’ve always felt that the point of an expansion — what justifies the price tag and separates it from a content patch — is that it expands the game. It adds new features and avenues of play that we’ll continue to enjoy for years to come.

I still miss scenarios. A lot. They were fantastic story-telling tools, they were a lot of fun, and they fit perfectly into the ecosystem of WoW’s endgame. I loved how I could queue for a scenario, a dungeon, and a raid, and have each pop as I finished the previous, with no wait times.

Garrisons got a lot of hate, some of it deserved and some of it not, but I still believe they were a feature with incredible potential. To see them abandoned is a great disappointment. Here’s a case where Blizzard’s endless tweaking would have been most welcome. We were so close to a compelling player housing system that would have fit well with the personality of Warcraft, but now it seems WoW’s hopes for true player housing have been dashed forever.

My rogue's garrison in World of Warcraft: Warlords of DraenorI’m excited for artifact weapons in Legion — they fit very well with my own ideals for how RPG progression should work — but we already know they’re not going to be sticking around after Legion.

Just think about that for a minute. Imagine how much it’s going to suck to take the bloody Ashbringer and stick it in your bank, where it will gather dust and never be seen or used again.

So, again, I struggle to find motivation going forward. Why should I bust my hump to upgrade and max out an artifact that I’m just going to replace with a quest green three days into World of Warcraft: Still Not an Azshara Expansion Because Screw You That’s Why? I can tell you knowing garrisons aren’t being supported going forward killed a lot of my motivation for alt play in WoD, since garrison and character progression are so strongly linked.

It’s supremely hypocritical on Blizzard’s part, too. We’re constantly being told that we can’t have X feature or Y improvement because of limited resources (the “cost us a raid tier” meme), but yet they can find the resources to design massive, intricate features that are simply thrown away after one expansion? That’s mind-bogglingly wasteful.

I can see pitfalls for the idea of carrying things like garrisons and artifacts forward — for example, some people might not like being stuck with a single weapon forever more (though I’d be fine with it) — but I certainly don’t think these are problems that can’t be solved. To use the artifact example, Blizzard could add more artifacts to compete with the old ones, or create a system where artifacts and drops are both valid choices.

A preview of the outlaw artifact skins for World of Warcraft: LegionThis can even tie-in to my favourite ranting topic: Blizzard’s attempt to remove flight in content going forward. Though they eventually backed down (partially), they had no problem invalidating mounts that players had spent months or years grinding for.

Why should I pursue any goal in this game when Blizzard has so little regard for the effort I’ve expended? I like collecting transmog gear, but should I even bother? Who’s to say Blizzard won’t try to remove or severely limit transmog at some point? Makes as much sense as their attack on flight.

* * *

Here’s what it boils down to: I can live with the current changes, even if I dislike some of them, but I have so little faith left in the game’s stability going forward that it’s hard to become invested in anything where WoW is concerned. It’s not the current round of overhauls that bothers me so much is it is the next one, and the one after that, and the one after that.

Change is a key part of an MMO, but so are investment and permanence. Change is only good so long as it doesn’t overly threaten one’s desire to build and develop a character over months and years.

After all, why build a house on sand?

Review: World of Warcraft: Warlords of Draenor

As has become my tradition, I will now offer my collected thoughts on the most recent World of Warcraft expansion as it winds to an end.

My rogue confronting Cordana Felsong as part of the legendary quest in World of Warcraft: Warlords of DraenorDo I even need to say this will be a giant rant?

Out of left field:

I think it’s safe to say that the announcement of alternate universe Draenor as the setting for an expansion pack was a surprise to everyone, and probably not a pleasant surprise for most.

Warlords of Draenor has been, from beginning to end, a bizarre and borderline nonsensical tangent that has contributed little of value to the ongoing story of the Warcraft universe.

I’ve chosen to simply write it off as akin to, say, the Simpsons Halloween episodes — a what if scenario with no bearing on the “real” story. Of course, this also makes the expansion feel very pointless and severely hampered my motivation to keep playing… but it’s the only way to maintain my sanity as a lore fan.

It’s not even an interesting what if scenario, either. The Iron Horde are not at all compelling as villains. They have no depth or personality, and they are soundly defeated at every turn, so they never feel like a threat.

The sea coast of Ashran in World of Warcraft: Warlords of DraenorI’ve long railed against the idea that Blizzard favours the Horde, but I will grant WoD is a clear example of the Alliance getting the short end of the stick. It’s basically an Orc expansion, and what little Alliance storyline does exist is dominated by the Draenei, and Yrel.

It’s no secret I hold a very low opinion of the Draenei, but at first, WoD seemed to be turning that around. They were actually being treated as real people with flaws and internal conflicts, and I quite enjoyed the Rangaari, Maraad, and Maladaar. But then Yrel happened.

Yrel is a strong contender for worst character in the Warcraft universe, and the embodiment of everything wrong with the Draenei. She’s a shiny perfect hero archetype with no depth or personality whatsoever, and the game is constantly hailing her as a born hero and saviour despite the fact she never actually does anything.

The one and only time we see Yrel actually take command, she leads her people into a blindingly obvious trap. This might have been a good opportunity to add some nuance to her character, but neither the game nor Yrel itself acknowledges her failure, and the game just keeps on treating her as the most perfectest saviour of all Draenor.

And the entire story revolves around her. Other, far more interesting characters are pushed to the side or killed off outright just to make room for the rise of this Maryest of Sues.

My rogue and the forces of the Alliance at the conclusion of the garrison campaign in World of Warcraft: Warlords of DraenorThat said, it’s not a great expansion to be a Horde lore fan, either. It mostly amounts to a giant character assassination of many iconic Horde characters, and the Orc race as a whole, and any non-Orc Horde races have been completely forgotten.

So Alliance got the worst of it, but this was not a good expansion for either faction’s story.

There are only a few highlights in this otherwise dull expansion.

One is Frostfire Ridge, which had an absolutely fantastic storyline. I loved how they fleshed out the Frostwolf culture, Durotan was excellent throughout, and while pretty much everyone is a bit burnt out on Orcs by now, this story was a great reminder of how awesome Orcs can be at their best.

I also had a lot of fun uncovering the history and mythology of the Arrakoa in Spires of Arak, and Reshad is a character I have a lot of love for. The story was over too quickly and inconclusively, though.

Flying:

I’ll be blunt: Trying to remove flight was one of the stupidest things Blizzard has ever done.

I reject all of the arguments made against flying; I find them utterly spurious in the context of the game’s reality. I do not believe flight has any negative impact on WoW. However, even if I did accept the criticisms of flight to be accurate, trying to remove it would still be a terrible idea.

My rogue takes wing in Draenor for the first timeFlight has been a core feature of World of Warcraft for a large majority of its lifespan. Flying mounts have long served as the ultimate prestige reward in the game, requiring major grinds or even real money purchases in some cases. There was no way that trying to take away flying was not going to make everyone lose their minds, and rightfully so.

One must also make mention of how badly Blizzard mishandled their communications on the issue. We as fans spent months getting conflicting answers and waffling ambiguity, and it ended up coming across as severe incompetence at best and deliberate dishonesty at worst. It’s amazing a company as big and successful as Blizzard could mishandle its PR so badly.

Of course, Blizzard finally backed down and put flying back in, but of course, it had to come with another poison pill.

I do not agree with the idea that the Pathfinder achievement is a “good compromise.” We had a good compromise for years: you can’t fly while leveling, but it unlocks at max level. That was a good system that satisfies both sides of the argument.

The Pathfinder achievement is yet more grind for grind’s sake, and it comes across as spitefulness on behalf of the developers over the players not sharing their grand vision.

A lovely view of the moon in World of Warcraft's Shadowmoon valleyAnd now the mess is starting all over again, as we can’t get a clear answer on how or when flight will be available in Legion.

I, for one, will not buy the new expansion until flight is in the game. [Edit: I have ultimately reneged on this, but it is worth noting that the lack of flying has proven a huge damper on my experience of Legion.]

Garrisons:

Garrisons have gotten a lot of hate, not entirely undeserved, but personally I enjoyed them. I enjoy having a little of the game world to call my own, and collecting and upgrading followers was an enjoyable — if somewhat grindy — minigame.

I think garrisons do deserve a lot of credit for solving the problem that plagues most player housing systems: a lack of tangible gameplay. I’ve never much cared about player housing because there’s nothing to do there once you’ve built a home to your liking. With crafting integration and follower missions, garrisons offered a reason to keep coming back even after construction was complete.

However, garrisons do suffer from two crippling problems.

One is that they lack almost all personalization. Even the ability to choose the location of your garrison was scrapped pre-launch, and now there’s almost nothing you can do to make a garrison feel yours. So while garrisons lack the fatal flaw of most player housing systems, they also lack the main virtue.

My rogue's garrison in World of Warcraft: Warlords of DraenorThe other is that garrisons are completely unavoidable. It’s all but impossible to reach level cap without building one’s garrison as you go. In theory, you could mostly ignore it at level cap, but no one in their right mind would do so, as garrisons are one of the must ludicrously rewarding activities in the game’s history. You can make thousands, perhaps tens of thousands, of gold per week just putting the bare minimum of effort into follower missions, and that’s just scratching the surface of what garrisons offer.

This is the same mistake Blizzard just keeps making over and over again: forcing everyone into a narrow band of content whether they like it or not. In Cataclysm, it was raids. In Pandaria, it was daily quests. In Draenor, it’s garrisons. I wonder what narrow niche of gameplay Legion will make us all hate?

Garrisons should have been designed as a deep but optional side activity, like pet battles. As that, they would have worked brilliantly.

One other major disappointment is that Blizzard is planning to abandon the garrison feature after WoD. It seems tragic to me that a feature with so much potential is simply being thrown in the trash can, rather than iterated on and improved. Garrisons aren’t an amazing feature now, but they easily could be if Blizzard was willing to put in the effort.

Oh, and let’s not even talk about how excruciatingly unfun the shipyard is.

An empty shell:

Hellfire Citadel boss Fel Lord Zakuun in World of Warcraft: Warlords of DraenorEven if all the other issues hadn’t been a factor, WoD would still be an underwhelming expansion based purely on how small and unambitious it was.

There simply wasn’t much to do. Scenarios were inexplicable abandoned, as were most daily quests. This left apexis grinding as the only significant content outside of raids and dungeons, and that was simply soul-crushing. I actually like the idea of filling a progress bar through a variety of activities, but they were tuned so badly. One percent completion per mob kill makes me die a little inside. And what do you get in the end? Merely a pittance of apexis crystals.

WoD also repeated one of the worst mistakes of Pandaria by not adding any new five man dungeons after launch. Timewalking and mythic dungeons are both welcome features, but they’re no substitute for new dungeons.

In fact, WoD added hardly anything at all after launch. We got only one content patch worthy of the name, and Tanaan had been intended as a launch zone before being delayed, so really the only new content we got all expansion was a single raid and the garrison shipyard.

But by far the worst mistake of WoD’s endgame was the removal of valor and justice points.

I have no interest in RNG gearing. I am not motivated by the slim chance of getting a drop that may or may not be useful. If I wanted to gamble, I’d go to a casino. Grinding out points has been my endgame since I started playing. Without it, my motivation to keep playing after leveling is pretty much nonexistent.

My warlock stands with the Frostwolf clan at the Battle of Thunder Pass in World of Warcraft: Warlords of DraenorThis is another one of those cases where Blizzard is telling us what we’re supposed to find fun. They said that going to a vendor to buy gear wasn’t exciting. I guess I imagined all those years of looking forward to rushing off to the vendors to buy a shiny new upgrade. Certainly that was more exciting than killing the same boss for months only to have your shoulders still not drop.

Now Blizzard is planning a patch to re-implement valor, if only for item upgrades. It would be very tempting — and probably accurate — to call this too little too late, but at least it’s a step in the right direction. I can only hope valor will be a launch feature for Legion, as a way to buy gear and not just upgrade it.

We could also talk about how the Raid Finder’s rewards were gutted as a further attempt to remind those outside of raiding guilds that we are second class citizens in Blizzard’s eyes, or how important story moments were locked behind mythic-only phases, or how the legendary quest repeated the endless grinding of Pandaria’s without its excellent storytelling and single-player challenges, or how the nerfs to casting while moving have sucked much of the fun out of ranged classes, but this post is already dragging on too long.

WoW’s development has always been a case of two steps forward and one step back. Every expansion has made big mistakes. But Warlords of Draenor is the first expansion to do more harm than good. For the first time, I wish I could turn back the clock to an earlier period of the game.

WoD didn’t expand or improve the game. It contracted it and made it less fun, in ways I’m not sure it will ever recover from. Not because the problems are unfixable, but because I don’t think Blizzard is even interested in trying.

Overall rating: 3.1/10