McQuaid and his buddies never realised that raid content was wrecking their game, and they continued making more and more raid content. Did they make more dungeons, too? Yeah, but for every dungeon they introduced, they introduced more raid content, making that dungeon pale and undesirable by comparison.
Allow me, at this juncture, to shift gears a moment, and talk about the other game upon which WoW is based. That game is Dark Age of Camelot. DAoC follows the same mechanic as its predecessor, EverQuest. Form a group, clear out a dungeon, kill a boss, and get some cool loot. And, like EQ, when players reached the endgame, the developers decided to change all the rules, and do something completely different from the fun stuff that made everyone enjoy the game so much. DAoC introduced the Realm versus Realm (RvR) combat on predetermined battlegrounds (BGs). However, the setup essentially required you to form large, organised groups to do this successfully. So, RvR was essentially a raid in which you killed other players on a battleground, instead of a boss in a dungeon. If you were good at this new kind of PvP raid, and were willing to do it for hours on end, you unlocked new talents and abilities.
Now, the battlegrounds weren't as bad as raids. You didn't have to get 40 people together, you could just form ordinary groups to fight in the battlegrounds. But the battlegrounds were unbalanced. You could show up with eight guys, and the other team would have 50. People began to form strategies based on this. Entire guilds would log on at 0300hrs to attempt to take battleground fortresses, knowing that no one would be on to defend them.
Like EQ, there were consequences for this emphasis on RvR. Hardcore RvR players had lots of extra abilities, could take more damage, dish out more, and were simply better than ordinary players. They became super-powerful, and achieved a kind of elevated, preferred status. The people that continued to clear dungeons and defeat bosses couldn't really compete, and became second-class citizens in a game they loved.
So let me ask you, my fellow gamer, the fundamental question that these two examples bring to mind: why did the developers of these two influential MMOs change the basic mechanic of the game when people reached the level cap? Why did they get away from a style of play (Form a group-Clear a dungeon-Kill a boss-Get some loot) that goes back all the way to Dungeons and Dragons? Why?
There is no clear answer. Both games, as influential as they were, lost their way when players reached the endgame. When all the bosses had been defeated, players became bored. And since the average player enjoyed, and wanted, dungeons and boss encounters more than anything else, the developers repeatedly gave them...more raids and more RvR.
In part 2 of "The Long, Slow Suicide of World of Warcraft", I'll discuss how these decisions by developers left players
On that note, I must leave you until next week. Ciao for now!
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