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

How Guild Wars 2 Lost Me, Perhaps Forever

I don’t like doing purely negative posts, as a rule. I tend to be a believer in the principle that if you can’t say anything nice, you shouldn’t say anything at all. Even my endless rants about World of Warcraft are born from a deep love for the game and the desire to not see it squander its potential.

The revamped Lion's Arch by night in Guild Wars 2Yet I think the topic of why I am not currently playing Guild Wars 2’s first expansion, Heart of Thorns, and why I may never play it is an interesting story to tell. It is a tale of how a studio can burn through its entire supply of good will and turn away a former fan.

I want to be clear that I’m not seeking to bash GW2, and I still think it’s a solid game in a lot of ways. I merely wish to chart the course that took me from enthusiastic fanboy to indifferent ex-player. There is no venom behind this post; only morbid interest.

The backstory:

I want to start by detailing my history with GW2. Longtime readers of this blog will already know all of this and can safely skip to the next section of the post, but for anyone just joining us, I’d like to lay out the context.

GW2 was a rare case of my being swept up in pre-launch hype. The latest in a long line of supposedly messianic saviours of the MMORPG genre, I actually believed that GW2 could be the revolution it hoped to be.

I got into a late beta weekend, and was blown away. I bought the game shortly after launch, and I played it heavily for several weeks, reaching max level on my Norn thief main. I had many good things to say about the game on this blog, and I had some really good times.

My Charr engineer in Guild Wars 2What I most appreciated about GW2 was how laid back and casual (for lack of a better term) it felt. Log in, go wherever you want, and find tons of cool stuff to do. It was a beautiful world full of endless exploration, and I never felt pressured into any particular style of play as I so often do in WoW.

However, by the time the Karka invasion rolled around, the luster had started to fade fast. Several irritants had begun to get under my skin, such as an excess of crowd control in high level zones and the extremely punishing mechanic of contested waypoints. Around this time, I also became heavily distracted by other games, such as The Secret World (which, as we all know, has stolen my heart now and forever).

However, the biggest factor that made me drift away from GW2 was its story. To be invested in a game long term, I need to care about its plot and setting, and to be blunt, the story in Guild Wars 2 is every kind of suck imaginable. I give them points for a diverse cast with some LGBT characters, but that’s only kind thing I can say about the story and lore of GW2.

Thus, I drifted away, but with plans to return. Let us now chronicle how that return never came to pass.

The Living Story:

The Living Story seemed like a cool idea at first, and I can’t entirely fault ArenaNet for embarking on this noble yet flawed experiment. I do respect their willingness to try new things.

Battling Scarlet's forces in Lion's Arch in Guild Wars 2The idea of a living, evolving world is, at a visceral level, very appealing. The idea that content comes and goes over the weeks, reflecting an evolving virtual reality, feels like a very welcome concession to verisimilitude. It offers an alternative to the stale and static design of most themepark MMOs.

However, it quickly became clear that the Living Story concept did not fit at all in a game like GW2.

Guild Wars 2 was designed to the casual player’s dream. You didn’t need to pay a subscription, and it didn’t have the traditional gear treadmill, so you could come and go as you please without worrying about falling behind.

The Living Story ran exactly counter to that. With nearly all new content being time-limited, anyone who wanted to keep up with the story faced arguably an even greater pressure to log in regularly than provided by subscription games.

It also put the focus squarely on the one thing ArenaNet can’t do well: story.

I tried returning to the game once or twice during the Living Story, but I felt utterly lost as to what was going on, furthering heightening my disconnect from the game’s story and sending my motivation to keep playing even lower.

The revamped Lion's Arch in Guild Wars 2These visits to Tyria also showed me that GW2 was drifting away from its original design vision in terms of gameplay. Ascended gear provided a disturbingly swift reversal of the promise of “no gear grind,” and the public events were becoming increasingly long, difficult, and mechanically complex. This seemed an attempt to silence all those critics who (not entirely without reason) called the gameplay of GW2 mindless, but neither the critics nor the developers seem to understand that such simplicity was a core part of the game’s appeal.

I came away declaring that GW2 was “a great game that is totally ignorant of its own strengths,” and that seems increasingly true all the time.

Heart of Thorns:

When Guild Wars 2 announced it was finally getting an expansion, I thought the time for my long-awaited return to Tyria had at last come. An expansion offered an opportunity to change direction for the better, and at the least, I figured having a lot of new land to explore would keep me interested for a few weeks, even if I ultimately wandered off again.

As the weeks went by, my hype level slowly rose, and I gave serious thought to pre-ordering. The concept of elite specializations interested me greatly — more playstyle options within a class is always good — and the new revenant class sounded (still sounds) very cool. I also quite liked the idea of masteries — horizontal progression is always good.

I even logged in for the first time in months and played for a couple hours. I initially wanted to check out the new (new) Lion’s Arch, but that somehow turned into doing an event chain in the Shiverpeaks, and on the whole I had a pretty good time.

My thief battling the Sons of Svanir in Guild Wars 2Then they dropped the R word.

I might as well be a cartoon insect for how well I react to the word “raid,” especially where Guild Wars 2 is concerned.

Did anyone — anywhere, ever — want raids in Guild Wars 2? I never heard anyone express a desire for such. Everyone seems to agree that GW2’s organized group content is a trainwreck, and I really don’t understand why ArenaNet thinks adding more players to the formula will fix that.

Still, I could have lived it if raids were an optional side feature you could ignore, but they revealed raids would be a crucial part of the story going forward. This has always been what I resent most about the traditional raiding model — locking crucial story behind the MMO genre’s most exclusive content — and it pretty much kills the last hope of my ever becoming invested in GW2’s story.

Perhaps more importantly, it signals a further shift away from the “do what you feel like” philosophy that was once the core selling feature of GW2. Suddenly it’s just another themepark forcing everyone down a single, narrow path.

It doesn’t end with raids. I had been under the impression that elite specializations would be akin to new talent choices or classes as implemented in other MMO expansions. That is, they’re available immediately after logging or at most after a minimal amount of leveling-like content.

A screenshot from Guild Wars 2: Heart of ThornsBut reading various comments and blog posts on the expansion, I learned that elite specializations actually require a fairly lengthy and not at all solo-friendly grind. This would be a baffling decision in any game, but it seems especially out of place in GW2. Though to be fair ArenaNet is already planning changes on this front.

Masteries, also, are being reported to be less a new form of horizontal progression and more a way of gating content beyond a series of lengthy grinds.

Stepping back, Guild Wars 2 now seems almost unrecognizable as the game that once captured my attention. The poster child for casual MMO gaming has done a near total 180 and now seems to be just another rigid, grind-focused themepark.

And that’s how they lost me.

* * *

Now, I can’t guarantee I’ll never come back to Guild Wars 2. We live in a world where I’m seriously considering getting into Star Wars: The Old Republic once I have a bit less on my gaming plate, so clearly miracles do happen.

My thief taking a rest in the tropics in Guild Wars 2But right now my motivation around GW2 is at an all-time low, and I see almost nothing left of the open-ended philosophy I once loved in the current incarnation of the game.

The game has had an amazing journey. Unfortunately, for me, it’s been a journey in entirely the wrong direction.