WoW Flying Rant #24601

I’ve come home for a week of rest before I resume my apartment search in Toronto. This will allow me to begin posting on my blog again, and I’m hoping to build up a stash of enough pre-written posts that my blog can continue even while I’m in Toronto.

And what better way to restart my blogging than a good old fashioned Warcraft rant?

My warlock riding my Headless Horseman's steed in World of WarcraftWhat are we without the sky?

The lack of flight in Warlords of Draenor has been a point of hot contention in the World of Warcraft community for months now. Blizzard has long waffled on the subject, refusing to give a clear answer on when it will return.

Now, at last, we know:  It won’t. Ever.

Of course, there’s always the chance of them changing their minds, but as of right now, the plan is that flying mounts will never be enabled in Warlords of Draenor or any future expansion.

Needless to say I’m not happy. Flying was one of my favourite parts of WoW, one of the few things it still did better than anyone else, and removing it is yet another example of Blizzard trying to tell me what I think is fun.

But I’ve said all that before, and I don’t want to repeat myself too much. This time, I’d like to focus on how Blizzard has handled this whole debacle.

A shot of the Spires of Arak zone in World of Warcraft: Warlords of DraenorAt this point it’s hard not to feel that Blizzard has been stringing us along. Going into WoD, the general impression was that flight’s removal was a temporary measure. They repeatedly said they would turn it back on in 6.1. True, it wasn’t a promise — it never is — but we were definitely left with the impression that’s how things would play out.

Then 6.1 rolled around with no flight, and they started to spin it as an open-ended experiment, and now they’ve finally come out and said flying is gone for good, proudly declaring their experiment a success.

I struggle to understand what the basis of this conclusion is. The feedback on flight’s removal has been universally and overwhelmingly negative in a way I have not seen in my entire WoW career. Anecdotally, nobody ever leaves their garrisons, and the only thing that would be trivialized by reimplementing flight is a few jumping puzzle Easter eggs with irrelevant rewards that anyone who cares about has already done, and flight’s removal has coincided with the largest subscriber loss by far in the game’s history.

So how, exactly, has it enriched the game?

It’s hard to escape the conclusion that the value of flight’s removal has nothing to do with gameplay and everything to do with making things easier on the devs by removing the need to design with the third dimension in mind. From there, one begins to wonder if there was ever a chance of flight returning, and all the talk of it was just an attempt to, again, string us along.

I realize that all sounds rather paranoid. It is rather paranoid. And there’s a pretty good chance I’m seeing ill intent where none exists. But if nothing else it’s a monumentally big PR blunder. They’ve played directly into the narrative of the most paranoid and angry forum-dwellers.

My rogue surveys Talador in World of Warcraft: Warlords of DraenorThis brings us to the issue of store mounts. Blizzard is continuing to produce and sell flying mounts for real money. Yes, you can also use them as ground mounts, but this usually looks completely ridiculous — several don’t even have ground animations. I very much doubt anyone bought the Heart of the Aspects so it could shimmy along the ground like an inchworm.

Which brings us to the other important point: Blizzard has always made their flight capabilities a selling point and used flight in their advertisements. Some ads for the new Mystic Runesaber even showed it soaring majestically over Draenor — mere days before Ion Hazzikostas revealed the end of flight.

This is just sleazy. Again, maybe Blizzard didn’t intentionally mislead players, but that’s sure how it looks at face value, and the best case scenario is that this is case of gross incompetence from a PR perspective. It’s tone-deaf at best, flirting with illegality at worst.

Hell, even people who didn’t pay real money for their mounts have gotten a seriously raw deal. I get a little nauseous when I think of all the time and effort I poured into some of my rare mounts. I’ve done Iron Dwarf, Medium Rare three times. That’s cruel and unusual punishment. You could at least let me use the mount from it.

As I’ve said before, I don’t know how Blizzard can think they can make flying mounts THE prestige item of the game for nearly ten years, then render them useless and not have everyone lose their minds.

My monk flying over the Krasarang Wilds* * *

The really sad thing about all this is that, despite all my disappointment and resentment over Warlords of Draenor, I was planning to reactivate my subscription soon — likely as soon as this apartment searching madness is over. For all Blizzard has done wrong, I still love Azeroth as a setting, and I miss my characters.

But this “no flying ever” business has left me with such a sour taste in my mouth that… well, I always say I could never quit WoW for good, but this is as close as I’ve ever come.

I am strongly considering skipping Warlords of Draenor altogether, at the very least. I’ll miss the legendary chain — as far as I know, Blizzard is still going through with the boneheaded plan to make those temporary content — but I don’t really care about the story in WoD anyway. It’s an alternate universe; none of this is going to matter in the long run anyway, right?

I may not come back until they do an expansion that really grabs me from a lore-perspective — which pretty much means Azshara or bust — or they drop the subscription and go buy to play or free to play, which I still view as an inevitability, though admittedly it might still be aways off.

Even then, it might be hard. Blizzard has shown such utter contempt for its customers right now that it’s hard to ever trust them again. What’s the point of ever trying to get any in-game rewards if they might just be made irrelevant on a developer’s misguided whim?

My low level Blood Elf paladin in World of WarcraftIn the meantime, I might scratch my itch by using the new veteran account status to fiddle around with some low level alts. I have this sudden urge to roll a Tauren for some reason…

TSW: It Hasn’t Been a Good Week

As regular readers know, I love The Secret World. It’s my favourite game at the moment, and in my opinion, one of the best games of all time. It may have its flaws, but it’s probably about as close to perfect as I can ever reasonably expect to see.

Beaumont getting his ominous monologue on for Cassie in The Secret WorldBut this week has pushed my love for the game to its limit. In the space of three days, we’ve gotten a tidal of bad news, bad decisions, and poor behaviour, and for the first time ever, I feel an echo of doubt over whether my support for this game has been deserved.

Joelzilla is no more:

This week, game director Joel Bylos dropped the bombshell that he has been transferred away from The Secret World, and from the sounds of it, he will not be replaced.

TSW has been hemorrhaging staff since launch, and just when the bleeding seems to have stopped, we hear of more losses. It wasn’t so long ago they let the much-beloved developer known only as Quokka go, and his absence is still felt keenly by the community.

But losing Joel is the worst news yet. Joel is The Secret World. He has spent years working tirelessly on the game, and he’s always been a bright spot in the community. He has a level of honesty, engagement, and humour that is unmatched in the gaming industry. He also provided much of the creative talent for the game, writing some of the most beloved characters, lore, and missions.

It’s very hard to imagine the game having much of a future without Joel, and even if it does, it’s even harder to think it will maintain the same high quality. They’re already enacting sweeping and largely unnecessary difficulty nerfs (more on that in a moment), and Joel’s departure makes me worry this is just the first step towards a major change in direction for the game, and not necessarily for the better.

WITNESS THE GLORYJoel is supposedly moving on to a new project within Funcom, but one has to wonder how many more games than can handle. They’re struggling to keep their current roster afloat, and the recently launched LEGO game seems to be under-performing. Is spreading themselves even thinner really wise?

To make matters worse, the most recent financial report shows TSW as the best-performing game in Funcom’s roster. Why would they divert resources from it to take a chance on yet another new project?

I have a lot of respect for the developers of TSW, but the upper management at Funcom just doesn’t seem to know what they’re doing. Add to this the Mankini Incident, and it’s difficult to have any faith in Funcom management.

And they’re not the only ones wearing clown shoes.

Community mismanagement:

I had a big rant written here, but it seemed like airing my dirty laundry in public, and that doesn’t feel right. I don’t want to say, though, that I have really lost faith in TSW’s community and those who manage it.

Nice apocalypse puppy wouldn't hurt a Templar...And I am not only saying that because I’ve gotten into some disagreements. I’m a pretty ornery and unpleasant person, so that’s only natural, but I’ve seen people far nicer than me — who are true and ardent supporters of the game — be given some truly shabby treatment.

Funcom’s community team doesn’t seem to value the game’s fans, and for a game this small, that’s dangerously reckless.

To the ground, baby!

Today saw the launch of TSW’s ominously titled “Enhanced Player Experience.” This was their attempt to make the game more approachable for new players. It’s a noble goal, but a lot of the methods they’ve chosen to attain are likely to do more harm than good.

Going in, we were told this was an attempt to smooth the difficulty curve. The jumps in difficulty between zones — which in my experience have always been greatly exaggerated — would be smoothed out. Pretty unnecessary, but probably not too harmful in the long run.

But that’s not at all what ended up happening. Instead, the “Enhanced Player Experience” is an across the board nerf to everything before Tokyo.

My Dragon alt battling a zombie hulk in Kingsmouth in The Secret WorldThis is a classic case of throwing the baby out with the bathwater. I’ll be the first to admit TSW was far too intimidating for the average player, but that’s because it’s a complicated game with very poor tutorials. The problem was never the difficulty; the problem was the game didn’t teach people how to play.

And to Funcom’s credit, they did improve the tutorials a lot, and that’s a good thing. But it also means the massive difficulty nerfs were utterly unnecessary. The game isn’t unreasonably hard if you know what you’re doing.

TSW needs a certain degree of challenge to be interesting. It’s a horror game, after all. If mobs aren’t scary, then it loses much of its ambiance, its fear factor, and its soul.

What’s worst about all this is that most of the game’s nightmare missions — especially in the Besieged Farmlands, which was a beloved place for endgamers to farm — have been downgraded to normal missions.

For solo players, nightmare missions were a cornerstone of the endgame. That endgame has now been gutted. TSW was one of the few MMOs offering a meaningful endgame and options for progression to people who quest, but now our options on that front have shrunk dramatically. From the sounds of things Tokyo and scenarios are now pretty much the only relevant content for solo players.

Toga! Toga! Toga!The really bizarre thing is that several ability tweaks also included in this patch have indirectly made Tokyo significantly harder, which seems rather at odds with their goals as of late. Seems like instead of preventing players from hitting the wall, they just delayed the point at which they hit the wall, and made that wall much harder.

There are some good things in this patch. They’ve added a normalized fast travel system, which is way overdue and extremely welcome. They’ve made Tokyo much easier to access, and players can now enter the zone without buying issue nine. The improved tutorials and starter decks are obviously a positive. I’ve heard tell there’s some new clothing, and that’s always welcome.

But are those enough to compensate for all the game has lost from this “Enhanced Player Experience”? It’s too early to say for sure, but it definitely doesn’t look that way right now.

* * *

TSW and its developers have built up a tremendous amount of goodwill with me over the years, and it will take a lot to burn through it all, but the events of the past week have certainly taken a heavy toll on it, especially since much of that goodwill was invested in Joel.