Wednesday, September 12, 2012

Why MoP Doesn't Cut It


In a few days - a week, if I'm not mistaken - Mists of Pandaria, the fourth WoW expansion, is launching. Its self-imposed mission is reversing the dreary boredom that (most everybody pretty much agrees) drove away a lot of players in Cataclysm. For that, the standard leveling->dungeons->raids scheme is being complemented by things like challenge modes, pet battles, scenarios, dailies and maybe something else I've forgotten.

I still care about WoW more that I should, but the way I see it, there are two major things right now preventing me from jumping back in. Unfortunately, neither is being addressed in MoP. If anything, they're being made worse.

First is the utter joke that leveling has become. I used to enjoy making a new character, with the prospect of a long journey ahead. Reaching the end of that journey, max level, was a worthy deed in itself. Having a full stable of max-level alts wasn't something everyone and their mommy could accomplish. Personally, I never had more than one active max-level character before Wrath of the Lich King.

Paradoxically, too, even though you needed a lot more experience to level up, exploring all the zones thoroughly was significantly harder. No mounts until 40 and no flying mounts until 70 - or no flying mounts period, even! Mobs would actually give you a tough time if you pulled too many or if your gear wasn't up to par. Quests were grindier.

Leveling-up dungeons weren't a joke, and they weren't meant to be ran over and over again - they felt like an adventure. And even though they weren't trivial, there was good reason to do them at least once. Getting a blue item from them was a significant boost to your character power, helping burn through quests faster. And dungeon quests were a good way to earn precious XP. There were even some flavor epics to be had in those places... imagine that.

Thus an alt had more replay value - you could, say, skip Terokkar if you'd already done it on your main, and instead go to Blade's Edge Mountains. Or, if you had skipped Maraudon on your first run to 60, because it was too remote and you'd only ever heard of it in passing, you could do it the second time.

I really miss this feeling of not being able to see everything the world has to offer, this perception of depth. It dares the player to clench his jaw and march through the leveling process again, in order to make a bigger dent in the game world. Yes, I know, it's a deception... but what are you doing playing a fantasy game, if you don't like being deceived in such a way, at least a little?

If they un-nerfed the leveling process, forced me to take my time making my way through the world, I'd be back in a jiffy. It's probably what I miss the most. Sadly, the chances of that happening are next to none.

The second point is dungeon difficulty, and raid difficulty too, to a lesser extent (though I was never much of a raider). Now hold your horses, I know Challenge Modes are hard. The problem is... that's about all they offer.

They're different versions of the same dungeons you ran before - much like heroic raids. Nothing new story-wise, and even though I'm no big fan of Metzen's work for the most part, story helps to keep things in focus.

Another thing that bugs me immensely about them is that they're competitive and repetitive. Now, racing against the clock is a nice twist, and even a good-natured loner like me enjoys a bit of friendly competition. However, sometimes I like to approach dungeons as if they were a puzzle to be tackled carefully - something whose reward is reaching the end, not seeing how fast you can get there. Think of Dire Maul, BRS and BRD.

Sadly, dungeons these days are designed specifically with the goal of being ran over and over again - for the sake of weekly valor points. That's something I can't abide. In trying to make the whole game more streamlined and friendly, they've turned dungeons - something I once faced as a challenge - into a chore.

Storytelling suffers immensely as well: there's no mob chatter, no NPC dialogue, no intricate quest descriptions, no books lying around waiting to be read. Just kill this guy. He's bad. The over-the-top, vainglorious, and unimaginative yelling from bosses is basically what passes for story these days. "I grow tired of these games! Witness the true power of Boogiezax, servant of Nasalgtha!"

Moreover, another feature of Challenge Modes that falls way short of my expectations is the concept of it being gear-neutral, and rewarding "bragging rights" instead. I've went over this before - the "special snowflake" thing and all that. My view hasn't changed. Gear is the one thing that matters in the game, as far as performance is concerned, and trying to normalize it across the board stinks of socialism, which is to say, the politics of envy.

Achievements and clothing simply don't do it for me. I'm not the sort who buys an expensive car so I can park it in the driveway and make my neighbors green with envy. An expensive car should make other drivers green with envy - especially the obnoxious ones who think they own the road. Or, in WoW terms, the mediocre kiddies who think they're the coolest thing ever.

Something tells me that these two things - making leveling and dungeons meaningful again - are connected. Unfortunately there's not even a whiff of either of them happening in the foreseeable future. So WoW is bye-bye for now.

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