wow factor

WoW Factor is Eliot Lefebvre’s column on an MMO you’ve probably never heard of: World of Warcraft. [Follow this column’s RSS feed]

WoW Factor: The design slide from start to present

After more than a decade of operation, a curious thing has happened to World of Warcraft: It’s circled back around on an awful lot of its design principles, not in the sense that Warlords of Draenor is only a hop and a skip away from the game’s original incarnation, which is demonstrably untrue, but in the sense that a lot of what has changed over that original incarnation has slowly wound up coming back to the same place.

This is something that I think has been cycling around for a while, due in no small part to the simple fact that designers are people too, and the people designing WoW are big fans of the game’s original design without understanding the iterative improvements that happened over the years. Whether or not these changes are good or bad depends on individual taste, but it’s educational insofar as understanding why the game is what it is now.

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WoW Factor: A self-defeating genre

Remember when World of Warcraft launched? I sure do. I remember when the game’s developers strapped into a helicopter and broke into the building of every game’s development team and forced them to change their code to more closely align with what World of Warcraft was doing, instantly transforming Warhammer Online into a close clone of their own game. And then there was that time that stores stopped handing out copies of Star Wars Galaxies to potential players, with a cleverly disguised installer that made people think they were going to be playing a Star Wars game right up until the character creator. “Hey, that’s not a twi’lek! Oh, well, as long as I’m here…”

Wait, that didn’t happen? Of course it didn’t. That would be absolutely ridiculous. But you wouldn’t know that from listening to the narrative told by some portions of the MMO fanbase.

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WoW Factor: The Iron Docks and the bare level cap

I really didn’t want Massively Overpowered’s inaugural column about World of Warcraft to focus on the negatives. But I can’t in good conscience ignore the fact that patch 6.1 for Warlords of Draenor is not getting the Iron Docks that many players were expecting. It’s not that I think it’s a grand betrayal of player trust; it’s not. Things get shifted around in development. Stuff gets held back for the next patch. It happens. This feature was never promised for Tuesday, and it isn’t coming out then. Seems fair.

No, the problem here comes down to one of perception, presentation, and the simple fact that there’s plenty to do at level cap in Warlords of Draenor… but also absolutely nothing to do.

It seems ironic that an expansion that led to an enormous subscriber surge is also seemingly tone-deaf on a number of points, but it also seemed ironic when Cataclysm followed Wrath of the Lich King by undoing a good portion of what made the prior expansion so popular. So why is there so much negativity, even from people who do like the game? How can a game be replete in things to do while at the same time have nothing to do?

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