MoP Endgame: The Good, the Bad, and the Grindy

Mists of Pandaria endgame:

My warlock riding her disc of the red flying cloud mount in Kun-Lai SummitMy warlock has been 90 for a couple of weeks now, and I’ve had a chance to experience pretty much everything the Mists of Pandaria endgame has to offer —  or at least everything that appeals to me. There’s a lot to love, and a lot that just makes me wonder what they were thinking.

Dungeons:

Heroics have traditionally been both the bread and butter and the heart and soul of my endgame, so dungeons very much make or break an expansion for me.

I have to say, they really got it right this time. All of the MoP heroics are just about the perfect length, neither too long nor too short. They’re not clogged with endless reams of trash the way Cataclysm dungeons were, and they’re excellently paced.

My rogue exploring the Temple of the Jade SerpentTemple of the Jade Serpent, in particular, is an instance I would hold up as the gold standard for heroic dungeons. It’s long enough to feel substantive but not long enough to be tedious. Visually, it’s one of the best dungeons in WoW history, with gorgeous and diverse environments. The fights are well-designed and entertaining, and it has a great backstory.

The new heroics do feel just a little easy for my taste, but I’d rather they err on the side of too easy than too hard. WoW is a social game, and that means that you should be able to play with your friends even when their skills or gear aren’t quite up to snuff.

Scenarios:

Going in to MoP, I thought scenarios were something that I would love.

I was right.

Scenarios are everything I hoped they would be. Something quick, fun, and relaxing you can do whenever you have free time.

My warlock running the "A Brewing Storm" scenarioThey’re also surprisingly rewarding. While they offer less gear and valor than heroics, they also take much less time, so it seems to average out to the same amount of progress regardless of which you choose to do. This puts the choice down to what you’re in the mood for, which is a great place to be.

Raids:

Firstly, I will once again express my extreme gratitude for the Raid Finder and the fact that every single MoP raid will be accessible through it. This is one of the best things Blizzard has done, and it’s so wonderful to be able to access the most epic content regardless of your time, skill level, or willingness to enter the raiding community.

As for the content itself, I’ve only done Mogu’shan Vaults so far. I’d judge it a very middle of the road raid. I’ve seen better, and I’ve seen worse. The first couple of bosses are pretty dull, but Elegon provides nice visuals and some interesting story revelations, and Will of the Emperor is very fun and chaotic.

I’m not impressed by the new world bosses. I’m pretty sure Galleon doesn’t exist, and the one time I did Sha of Anger, it turned out to be a laggy, confused mess in which I spent most of my time running back from the graveyard.

Rep or die:

And here we come to the big controversy. In order to access valor gear or important trade recipes, you now need to participate in fairly lengthy reputation grinds with numerous factions.

One does not simply daily with Shado-panThis in and of itself would be frustrating, but on top of that, they’ve made reputation much harder to get. Tabards are gone, leaving daily quests as the only option to grind rep, and dailies now award much less reputation per quest than they used to.

Things get to a whole other level of frustration when you realize that two of the key reputations, August Celestials and Shado-pan, can’t even be accessed until you reach revered with the Golden Lotus faction.

One of the big complaints about Cataclysm’s endgame was that it boiled down to “raid or die.” Unless you raided, your options and progression were very limited. Unfortunately, Blizzard hasn’t learned from that, because now we have “rep or die.”

“But wait,” I hear you say. “You can just skip the dailies. They’re not mandatory.”

In the strictest technical sense, this is true. You don’t have to do anything in WoW if you don’t want to; it’s a game. But there are a number of issues with trying to argue that people can just skip them.

First of all, you’re losing out on a lot of pretty good gear. Yes, it’s possible to gear up and clear content without it, but pretty much everyone wants better gear. Even casuals still care about character progression, even if it’s not their main motivator. Progression is the whole point of RPGs, MMO or otherwise.

So we put some rep in your rep, so you can grind while you grind.Second, I — and others, I suspect — enjoy the process of buying valor gear. I know Blizzard is in love with RNG, but I don’t enjoy gambling with loot tables. I would much rather have a goal that I can progress towards in a clear, measurable way. That’s fun to me, and the valor grind has been the center of my endgame for as long as I’ve played.

Now Blizzard says valor was never supposed to be a main progression path. But for the last two expansions, that’s exactly what it was. So now they’re basically telling me, “Sorry, you’ve been playing the game wrong for the last three years.” It’s unfair for them to pull the rug out from under us point collectors after so long.

Finally, and perhaps most importantly, Blizzard never intended the dailies to be optional. In a discussion about MoP’s rep grinds on the beta forum, Greg “Ghostcrawler” Street himself said that content can’t be “too optional” or it “doesn’t count.”

Want further proof? Just look at how virtually everything in MoP gives valor, but only one thing allows you to spend it. Or the fact that the dailies also reward rep required for the new legendary chain. Or the fact that they’re the only way to get charms of good fortune.

My warlock battling the Mantid in the Dread WastesI won’t even get in to how horrible this is for alts except to say that I’m now playing only one character for the first time in my WoW career. And no, the upcoming reputation boost for alts is not a solution.

Even all this might not be so bad if the dailies themselves weren’t so boring. Golden Lotus and Klaxxi quests would have felt outdated in Burning Crusade. At least Quel’danas had bombing runs. GL and Klaxxi are nothing but kill this and collect that. Where’s the originality that went into the Molten Front?

Not to mention how small the daily areas are, forcing an ungodly amount of competition between players. I’ve given up on honour; I can and will steal your kills without mercy.

There are actually some very fun rep grinds in MoP — the Tillers and the Lorewalkers are both absolutely delightful — but in a sad irony, these do not offer significant rewards compared to the other reputations.

Lorewalker Cho telling me the tale of Emperor Shaohao in World of Warcraft: Mists of PandariaWhat it comes down to is this: you can choose not to do the dailies, but you’re only losing out by not doing so. That’s not a fun gameplay choice. It’s the same mistake that led to the phrase “raid or die”: do a particular type of content, or be penalized.

Do dailies or lose out on valor is not a choice; it’s an ultimatum.

Final thoughts:

Ultimately, Mists of Pandaria’s endgame consists of a lot of truly amazing content — some of the best in WoW’s long history — but it’s shackled by some extraordinarily bad game design, which holds it back from being truly great.

Which is pretty much the entire story of World of Warcraft. Blizzard has amazing artists, composers, writers, and content designers, but they always manage to find some stupid caveat to almost, but not quite, ruin all the hard work they put into their content.

Ultimately, I think this is why I find my eyes roaming to other games more and more. I feel tired. I’m sick of always trying to eat around the poison pill in the banquet of content that is WoW.

Battling the centaurs during a dynamic event chain in Guild Wars 2I’m too attached to the universe and mythology of Warcraft to ever seriously consider giving up for good, but I’m starting to think WoW may be destined to become a game that I only dip into for a month or two at a time to keep up on the main plots, while I spend the majority of my time playing other games.

I need to stop writing such long posts. ><

F2P Versus P2P: The Fun Factor

I’ve talked before about MMO business models, and I’ve not been shy about my opinion that free to play is probably the way of the future, as well as my personal preference.

My Sylvari elementalist in Guild Wars 2But one thing I haven’t really addressed — and that I haven’t seen many people address — is how these two models affect the actual gameplay. As much as their proponents would like to ignore it, both models will affect the design of a game. Developers are businesses, and they’ll try to get you to spend as much money on their game as you can — whether by encouraging micro-transactions or trying to get you to subscribe for as long as possible.

This post isn’t about which model will cost you less money. It’s about what’s more fun.

But first…

A few caveats to get to first. Firstly, while I may talk broadly about the business models, I’ll admit that I’m mainly talking about World of Warcraft and Guild Wars 2. Those are the games I’m most familiar with. It is possible — though unlikely, I think — that one or both of these games are outliers and not representative of other games with their business models.

My Night Elf monk at the Peak of Serenity in World of Warcraft: Mists of PandariaIf anyone has found their experiences with other free to play and pay to play games to be different, please comment so I can expand my understanding.

And of course, this is all just my personal opinion, etcetera, etcetera.

On with the show!

You don’t have to use the cash shop… but we’d like it if you did:

Part of what inspired this post is a minor uproar among certain Guild Wars 2 fans regarding the in-game Halloween event, Shadow of the Mad King.

My thief showing off her stylish pimp hat in Guild Wars 2To make a long story short, many of the rewards for this holiday take the form of cosmetic weapon skins, and these can only be obtained as a random drop from Black Lion Chests. The Chests drop freely in the game, but the keys to open them are largely only available from the real money gem store.

You can still get the skins with gold by either converting gold to gems and buying keys or buying the skins directly from those lucky enough to get them to drop, but this is pricy in a game where gold is still relatively hard to come by.

People are upset by this, but I can’t see they’re surprised. ArenaNet always said the cash shop would provide cosmetic rewards.

It does raise the issue of whether or not the gem store is something onerous, though. I’m not at all bothered by the issue with the holiday skins, but I’ll admit there are times I feel the pressure of the cash shop.

My thief blasting with her pistols in Guild Wars 2For me, it’s transmutation stones. I’ve been spoiled by WoW. In WoW, I can, at any time, customize my gear’s appearance by going to a transmogrifier and swapping out skins. It costs little and is convenient.

To do the same in Guild Wars, I need to either pay real money or grind map completion achievements and/or gold to get transmutation stones, each of which is good for only one skin change to one piece of gear.

I still have enough stones to maintain a decent level of style most of the time, but the unreliability is somewhat frustrating.

Then again, I don’t need these stones. I can still access 100% of the game’s content without spending a dime. If I occasionally do so without a perfect outfit, well, I’m usually too busy enjoying the epic combat to even notice.

A hidden cave in Guild Wars 2Guild Wars encourages you to use the cash shop, but I’ve yet to see any situation where you’re forced to spend money.

You wanna stay? You stay here forever!

One expects a free to play game to steer people toward the cash shop. The general perception of the business model is that these games will nickel-and-dime you to death with their micro-transactions.

But pay to play games free you from such miserly game design, right? For the price of constant payments, you’re free to play the game as you desire.

Maybe not.

Lorewalker Cho telling me the tale of Emperor Shaohao in World of Warcraft: Mists of PandariaMists of Pandaria has a controversial endgame. Whereas once valor and justice points were an excellent way to get geared, they’re now harder to get, purchase less valuable gear relatively speaking, and require reputation to even spend.

On top of that, reputation is now much harder to get than it has been in years — perhaps even in the history of the game. Tabards are gone, leaving daily quests essentially the only option to earn reputation, and those daily quests award less than half the reputation dailies traditionally have.

The end result is a fairly massive grind just to reach the point you would be at simply by hitting max level in a previous expansion.

Many people say this grind is optional, and they are in the sense everything in the game is, but even Greg “Ghostcrawler” Street himself has said he doesn’t want them to be “too optional.” Blizzard wants you to do these dailies, and they’ve done everything they can to goad you into them.

The Clutches of Shek'zeer in the Dread Wastes in World of Warcraft: Mists of PandariaBlizzard says they want more people in the world, but I find it impossible to see this as anything but an attempt to stretch out content so people will, theoretically, stay subscribed longer. Slower progression means longer subs and more money.

Naturally, many people aren’t too happy about this. I count myself one of them, though I’ll admit gearing up is not quite the nightmare I expected. I’ve been able to do Mogu’shan Vaults via the Raid Finder despite skipping many of the dailies because they’re horrible.

Still, it’s an annoyance, much like the transmutation stones in Guild Wars 2. The main difference is Guild Wars 2’s annoyances are cosmetic, whereas WoW’s annoyances have the potential to leave me out of content by hobbling my progression.

Not to mention the issue of falling behind the gear curve if you stop playing for a while — though to be fair, Blizzard does work fairly hard to make this less damaging than it could be.

A herd of macaroni dragonsAnd then there’s the fact that many WoW players pay for more than their subs. There are the sparkle ponies, disco lions, and macaroni dragons. There are the pets.

These are cosmetic, true, but then there are server and faction transfers. Those can have major impacts on your gameplay — my enjoyment of my Horde characters increased immensely after moving to Wyrmrest Accord. And these transfers are not cheap, especially layered on top of subscription fees.

Getting down to it:

What it comes down to is this: both free to play and pay to play affect gameplay negatively. In both cases, the need to wring more money from players will compromise fun sooner or later. In neither case is it game-breaking, but nor is it as painless as developers would like you to believe.

For me personally, though, I feel more like I’m being nickle-and-dimed when I’m playing a subscription game. GW2 only asks for my money, whereas WoW asks for both my time and my money. To Blizzard, they’re one and the same. “Time is money, friend.”

My warlock battling the Sha in the Jade ForestWhereas GW2 gives me a choice about how much to spend, WoW sets a minimum and only goes up from there. Whereas GW2 only penalizes convenience and appearance if I don’t play their way, WoW penalizes my character’s performance and ability to access content.

I’m not saying it’s enough to completely turn me off WoW or subscription games, but it certainly runs contrary to the public perception of MMO business models.