Wrath came in a close second but it started the downfall of WOW IMO. Before this xpac most of the classes remaining intact and you had a specific role to fill. It wasn't an everybody go in and AOE everything down. This was when the instance finder really started the whole casual no one talk to anyone runs like you have today, which are horrible.
"Horrible" is just a matter of perspective.
For me, WOTLK is where WoW starts to be a real game.
While WOTLK was good content you can read what Mark Kern says about it.
PCI: What’s your take on the World of Warcraft we see today on the live servers?
I don’t play WoW anymore, I haven’t really since WotLC and the beginning of Cat. But I can see the simplification and streamlining to reach a wider audience has cost Blizzard something. It’s cost them long term retention, put them into a content trap where the only thing worth playing is the just the latest expansion, and how that only last 3 weeks. I hear this from WoW fans everywhere I go. They all say the same thing, that they left WoW because of the way the game has been oversimplified. Now, there are millions that are playing now that do enjoy this streamlined experience, because we all have less time these days. But these veteran players, the ones who left, will only come back if the challenge is restored. Legacy/Progression servers are a good way to do that.
This is what I been saying for 7 years now. WOTLK started the trend of making WOW too simple and streamlined for more people. WOTLK Hurt MMORPGs because it allowed too much easy content into MMORPGs to the point we have a pile of crap today. While the content itself was good, making things too simple and easy hurt the genera. Until we go back to a time where everything was not given to you we will continue to spin our wheels on a pile of crap.
While the content itself was good, making things too simple and easy hurt the genera.
Have you actually played the liche king encounter? 3 stages .. with multiple one-shotting mechanics that you have to handle .. how is that simple & easy? Did you finish the hard mode in one try?
LFD is about convenience, not simplicity. It is simple to run to a dungeon .. but that is tedious (to many) and not fun gameplay.
Well, according to the poll results at this point, there's at least one thing 90% of the people here agree on... it's really Cataclysm which destroyed what WoW was.
Yea but Mark Kern is coming out and pointing out that WOTLK started the problem.
PCI: There is concern that vanilla servers would fragment the community. What’s your thoughts on that?
MK: What community? Cross realm, flying, LFG/LFR and garrisons have already made it into a single player game. You never see anyone anymore and the people you meet are soon forgotten in your next group. Old servers had community, we worked really hard to make sure it was a social experience. Old servers would bring back community, bring back friends, and be a far “stickier” experience that will retain players longer, because social bonds are what keep people re-subbing and playing.
Where did LFD start? Yep WOTLK. Yes at the end of WOTLK but still it was in WOTLK.
While the content itself was good, making things too simple and easy hurt the genera.
Have you actually played the liche king encounter? 3 stages .. with multiple one-shotting mechanics that you have to handle .. how is that simple & easy? Did you finish the hard mode in one try?
LFD is about convenience, not simplicity. It is simple to run to a dungeon .. but that is tedious (to many) and not fun gameplay.
Yes I did the LK boss fight. That boss fight is nothing compared to Razorgore or Daakara.
No people like you dont like Dungeons people who want a single player game which is Why WOW is failing. Hell you want F2P games because you dont want to spend any money.
No I am not sorry
Yes I did the LK boss fight. That boss fight is nothing compared to Razorgore or Daakara.
No people like you dont like Dungeons people who want a single player game which is Why WOW is failing. Hell you want F2P games because you dont want to spend any money.
No I am not sorry
But not in one try. And did you do that fight in hard mode?
So what if it does not compared to Razorgore or Daakara. You are claiming it is simple & easy. You don't have to be that two fights to be challenging.
And yes, i want a single player game and like f2p. So what? What does that have to do with if the LK is a challengin encounter or not?
To me, TBC had the best "a little bit of something for everybody" balance between serious raiding, casual raiding, structured PvP, world PvP (although it died out in the old world by the end), rep grind rewards, and meaningful crafting, and the benefits to socializing made it more of a social game than what it would become with the later influx of solo-minded characters.
I actually think Pandaria is one of the most underappreciated pieces of virtual real estate, so I guess I would say that the changes that affected my interest in the game have been more structural and social than a loss of creativity necessarily. By the end of TBC and increasingly though the following expansions the game became more of a checklist of daily chores catering to players that don't have an interest in doing things with other players just for fun, and that's just not how I want to play my MMOs.
Comments
For me, WOTLK is where WoW starts to be a real game.
PCI: What’s your take on the World of Warcraft we see today on the live servers?
I don’t play WoW anymore, I haven’t really since WotLC and the beginning of Cat. But I can see the simplification and streamlining to reach a wider audience has cost Blizzard something. It’s cost them long term retention, put them into a content trap where the only thing worth playing is the just the latest expansion, and how that only last 3 weeks. I hear this from WoW fans everywhere I go. They all say the same thing, that they left WoW because of the way the game has been oversimplified. Now, there are millions that are playing now that do enjoy this streamlined experience, because we all have less time these days. But these veteran players, the ones who left, will only come back if the challenge is restored. Legacy/Progression servers are a good way to do that.
This is what I been saying for 7 years now. WOTLK started the trend of making WOW too simple and streamlined for more people. WOTLK Hurt MMORPGs because it allowed too much easy content into MMORPGs to the point we have a pile of crap today. While the content itself was good, making things too simple and easy hurt the genera. Until we go back to a time where everything was not given to you we will continue to spin our wheels on a pile of crap.
LFD is about convenience, not simplicity. It is simple to run to a dungeon .. but that is tedious (to many) and not fun gameplay.
PCI: There is concern that vanilla servers would fragment the community. What’s your thoughts on that? MK: What community? Cross realm, flying, LFG/LFR and garrisons have already made it into a single player game. You never see anyone anymore and the people you meet are soon forgotten in your next group. Old servers had community, we worked really hard to make sure it was a social experience. Old servers would bring back community, bring back friends, and be a far “stickier” experience that will retain players longer, because social bonds are what keep people re-subbing and playing.
Where did LFD start? Yep WOTLK. Yes at the end of WOTLK but still it was in WOTLK.
So what if it does not compared to Razorgore or Daakara. You are claiming it is simple & easy. You don't have to be that two fights to be challenging.
And yes, i want a single player game and like f2p. So what? What does that have to do with if the LK is a challengin encounter or not?
To me, TBC had the best "a little bit of something for everybody" balance between serious raiding, casual raiding, structured PvP, world PvP (although it died out in the old world by the end), rep grind rewards, and meaningful crafting, and the benefits to socializing made it more of a social game than what it would become with the later influx of solo-minded characters.
I actually think Pandaria is one of the most underappreciated pieces of virtual real estate, so I guess I would say that the changes that affected my interest in the game have been more structural and social than a loss of creativity necessarily. By the end of TBC and increasingly though the following expansions the game became more of a checklist of daily chores catering to players that don't have an interest in doing things with other players just for fun, and that's just not how I want to play my MMOs.