It’s been a PITA week and now
that Friday’s finally here, I feel like I have a whole month of vacation ahead.
Time for some more WoW rambling! And this time I’m really going to let my imagination
fly. We can start with: OK, so everyone says WoW is dying because it’s old.
Fair point.
Dying from old age, or chronic sameness?
But what exactly is old, the
mechanics or the world? The devs make a point of implementing relatively
radical changes to gameplay on a regular basis, presumably to prevent everyone
from getting so used to their characters that they doze off on the job, Euro
Truck Simulator style.
People don’t always like the
changes (I know I don’t), they don’t always like where their class or faction
ended up, but I don’t think many people actually quit over that (and the devs
apparently agree, if their disdain towards “I’m quitting because my class is
broken” is any indication).
I think the net effect of regular
changes in mechanics is positive. People generally like learning new things, so
long as it doesn’t overwhelm them.
So if the button mashing itself isn’t
a major inducer of sleepiness, what about that same old quest design – “kill 10
rats and bring me 3 of their tails”? This is one nail that keeps getting
hammered on, but unfairly, I believe. Some age-old, repetitive things make up a
necessary part of everyone’s day, such as going to work and sleeping with one’s
spouse. (Not that I would know about that last one.)
Humans will be humans, always prone
to thinking that someone is out to unfairly get them. So there are always going
to be accusations of quests being an unnecessary time sink imposed by the
greedy company just to make more money off the players, just like there will
always be those incomparable talents unfairly kept down by The Man (i.e.
mediocre, lazy people who keep telling themselves they’ll work harder... if they get a raise).
Okay, I’ll try to stay focused.
What I’m trying to say is that questing is the bread and butter of any story-driven
game, including MMOs. They’re the boring stuff that make the cool parts worth
it. The darkness that reminds us of the light’s beauty.
You say: “dude, there’s more than
enough darkness in my life. I just want some LCD panel sunshine at the end of
the day.” Well, there will always be the question of how much darkness you can
take before being shown a little light, true. But I trust the devs to figure
out the specifics of each demographic. The point is, saying that
“WoW could do better if it got
rid of questing”
is akin to saying that
“Modeling would be more interesting
if the kits came already assembled and painted.”
I think that, if players just
wanted most of the thrill with none of the work, they wouldn’t be players, but
TV couch potatoes.
My contention, then, is that the
issue with WoW’s growing rheumatism isn’t the method, but the substance.
Story, verisimilitude matter
Yes, even for those players who purportedly
just want to log on and kill stuff. The human brain works in terms of stories,
on various levels. There’s a reason why the biggest questions of all are “How
did we get here”, “Where are we going” and “Why”. Continuity.
That is what’s sorely missing in WoW today. When a fictional
universe’s fabric is young, supple and taut, it can take all kinds of hits
without falling apart. Any story in development is constantly bombarded by
inevitable inconsistencies and arbitrariness. In the case of a game, that is
compounded by practical frustrations such as bugs and balance issues. In the
beginning, those things are largely overlooked in the exhilaration of
discovering all the traits of a new world. That’s the single biggest driver of
nostalgia.
Inevitably, though, like a canvas
roof exposed to sun and rain, the fiction becomes dry and cracked and
eventually full of holes, until it ceases to provide any shelter from reality
and becomes just another ugly reminder of the arrow of time.
Let’s try again without all the
bullshit: WoW’s fiction is no longer gripping, it no longer invites suspension
of disbelief. You’re not a rising hero fighting through unlikely odds to gain
new powers and discover new mysteries. You’re just a guy trying to get the damn
boss to drop the shoulders token so you can complete the armor set. That
invites the awkward question, why do
you want the armor set? Any kind of internally consistent answer to that
question will involve the fiction. Belief matters, even for the most “professional”
of players.
WoW’s fictional fabric has been particularly
frayed by Blizzard’s increasingly desperate appeal to the “heroicness” of
everything that players do. When every other NPC has a desperate issue that
needs resolving, when existence itself is endangered fifty times every patch,
it gets harder to keep a serious face.
“But,” you may say, “Pandaria
tried to do exactly that: get back to a more down-to-earth story. Instead of
some cosmic menace, we get a war between factions as the main driver of the
story. We even got farming, for goodness sake.”
Yes, true, and I applaud Blizzard
for that!
“And Pandaria sucked for
Blizzard. They haven’t bled so many subscribers in... well, forever.”
Also true. But I don’t think the
dive in subscriptions happened because of a lack of heroic stuff to do. On the
contrary, Pandaria feels like an acceleration of the “excessive heroism”
problem. It’s supposed to be a mysterious new land, yet the player, a complete
foreigner, can just walk in like he’s always been around and save the land from
a number of ancestral threats that are somehow all rising up at once!
Replacing the Canvas
I think by this point I’ve
meandered about enough to make my main point. WoW needs a reboot. A sincere,
head-to-toes, bone-deep refresh, especially
of the story. Wait! By that, I don’t mean a sweeping retcon. No, no, no. I mean
a change in temporal perspective.
You needn’t look further than
Warcraft itself for an example. A mere 20-year interval in the fictional world between
Warcraft 2: Tides of Darkness and Warcraft 3: Reign of Chaos allowed for
dramatic changes in the layout of things.
Take Lordaeron, for example. In
WC2 Lordaeron was a newfangled, ill-explained kingdom that served mainly to
justify why the humans hadn’t been wiped out after their defeat in the first
game. In WC3, thanks to nothing more than
WC2, Lordaeron appears as a storied, familiar nation, whose sudden fall was
all the more shocking and gripping thanks to this appearance.
There’s nothing new about this effect.
Tolkien used it very effectively, leveraging his previously written mythology
to create an awesome perception of depth in a newer, fresher age of the fictional
world in which his most successful works took place.
Even Blizzard showed they could
bootstrap some ancientness with things like the Dark Iron Dwarves of Blackrock
Mountain, and the Night Elves, who didn’t exist prior to WC3 and suddenly
became one of the most interesting races of the world afterwards.
An interesting occurrence of this
effect, but backwards, is the shift
from the original Star Wars timeline to that of Knights of the Old Republic.
The original timeline is old and worn (read any of the novels following up to
the movies if you don’t believe me). Enter SW:KOTOR, and wham! You have three
thousand years of “anything could have happened” before the movies take place,
and you get to take part in the pivotal
events that helped to shape the world of
the movies. That is quite possibly the most amazing reboot ever.
I’m not suggesting that Blizzard
make their next big title “World of Warcraft: the Troll Wars.” (Actually that
would be pretty cool, but I digress.) But I do think that it’s high time for a Warcraft
3-style reboot with a fast forward of 2 or 3 decades.
New, interesting characters of Arthas’s
caliber could be introduced. The balance of power could be changed; old
locations could have very different denizens from what you remember. New cities,
forts could be built. Forests could be grown and leveled. Heck, mountains could change places – there is
such a thing as magic in the world, after all.
Ancient ruins could be uncovered at
a more believable pace. Factions that were previously just another rep grind
can be incorporated into the social, economic and political structures proper.
There would be a more reasonable explanation for the sudden reset of item
levels, the arrival of new abilities, new mechanics.
And, last but not least... a new strategy game could take place
in-between. Something to remind the peons (players) that the real world-changing events take place
with true heroes in the front row, not a band of nameless loot-crazed mercenaries.
And to inspire said peons to try their best to make their own dent in the
world.
But... Cataclysm...
Cataclysm is not the same as what
I’m proposing. Yes, it would similarly require a massive reworking of the
world, something that Blizzard doesn’t seem all that keen on (GC is on record
as saying that he’s “not sure the bang for the buck was there”). I can
appreciate the sentiment, but I disagree. The game’s longevity is no longer a
given, so it might be worthwhile to start considering measures that may not
seem “investment-grade” at first sight but could help to steady the boat in the
long run.
Besides, considering that they
charge the price of a full AAA game for each x-pac, I think it’s not so
unreasonable to expect them to provide one.
Another benefit of a remake of
the world would be that leveling could be kept realistic and interesting. One
of the main complaints from older players is that they can’t stand going
through that same crap all over again in their alts. Well, there would no
longer be “that same crap” if the leveling process was revamped more often.
Thus leveling could go back to being an integral part of the game, not just an
awkward time sink to prevent people from just rolling maximum-level characters.
I don’t know about everybody
else, but I find the idea of re-encountering a seemingly unimportant NPC from a
previous expansion as a grizzled veteran, or a tired old hermit, or the usurper
of a kingdom very appealing. Untold stories – just waiting to be dug into. Much
more appealing than “uhh... Brann? Didn’t I see you in Northrend a week ago? I
see... you found a major Titan complex. Again.
Riight.”
Microtransactions
I’ve always been a
pay-for-what-you-need-not-for-the-whole-package person, but for some reason I’ve
yet to determine, the idea of paying for an advantage in a game turns me off.
In games, I want to prove myself with raw determination and skill. Must be the
same thing that makes those crazy people climb mountains on foot instead of
taking a helicopter.
Anyhow, I recognize that the free-to-play
model is lucrative and effective, yadda yadda yadda. Anyway, I have a thought.
Mostly unrelated to the reboot idea. What if there were microtransactions that appeal
to people who dislike your typical microtransactions? “Elitists”, so to speak?
The specific idea I had was to
sell a more palpable (as far as bits go) sort of “bragging rights”. You’ve
killed Grug the Belcher, have you? Well good for you! You can tell all your
friends! Now, how about you buy this here “Head of Grug” that still belches
even without a stomach attached?
You get the idea. Tabards,
mounts, titles, your name or your guild’s as the official slayer of Grug on the
server (or the world!)... the possibilities are many. Just
attach the product being purchased to the actual game, making it an extension
of gameplay, not a substitute. And for sanity’s sake, stop selling actual advantages
in gameplay mechanics. RAF, I’m looking at you.
Do I realize that none of this is ever
going to be considered, let alone implemented? What, do you think I write this hoping that it will? It's called a "ramble" for a reason.
Thanks for reading.