New York Times on...WoW Instances!?
by Chris Remo, Jan 30, 2006 11:00am PSTThe New York Times has an interesting interview with Jeff "Tigole" Kaplan, a lead designer on Blizzard's World of Warcraft. It goes into detail regarding the direction Blizzard is pursuing with WoW's end game in terms of instanced content.
Casual players complain that they can't get rewards comparable to those earned by hard-core raiders, like the Claw of Chromaggus or Mish'undare, Circlet of the Mind Flayer. Raiders like me often respond that casual players just want a handout. ... On Thursday morning, Mr. Kaplan took time to discuss World of Warcraft's high-end content, including new details about the game's next hard-core dungeon, the Naxxramas necropolis, home of the undead Scourge. (There is also an additional retail expansion expected later in the year, probably in the fall, that will increase the level cap to 70.)There was a previous mention and a good deal of discussion about the content in chat this weekend, but the thing I found most interesting was simply the fact that such an article exists in the New York Times at all. This is an article that's aimed towards gamers, and beyond that gamers of a specific game. Generally, except for reviews, game articles in mainstream publications tend to be about trends, business news, or provoking pieces with headlines like "Gaming Grows Up--And You Can Kill Hookers!" I was more than a little surprised to see an article in the United States' premiere newspaper with casual reference to Stratholme and 40-man raids. It brings to mind something like an interview with a film cinematographer discussing tricks of the trade, aimed at movie buffs. But with games. I actually met the article's author Seth Schiesel recently, and he's been writing about games at the Times for several years now. For most of that time, he worked under the newspaper's Business section. This is fairly common among mainstream publications; gaming either goes under Technology or Business. However, his business card now says "Culture Writer," signifying a change internally to the paper in regards to how games are viewed. Even if it's nothing more than a perception issue, that's somehow encouraging to me.
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Comments
I don't care if I have as sweet a sword as the guy who spends 80hrs/week playing. In fact, I'm glad he has SOMETHING to show for all that time spent. I'd just like some new endgame content that can be accomplished by a single group without hours of planning involved. Don't even say PvP either.
Make the 5 man instances EPIC with 1-2-3-4 weeks cooldown (whatever that would balance out the difference to normal 40 man instances)
Lots of mobs, bosses you have to take on several times before they are killed (and with cooldown in between). The secret to 5 man instances that gives epic loot is that they have to take time... or else they become farm objects.
But a instances that yields 2-3 epics for 5 man over a "tightly adjusted" period could be done. Blizzard knows how many Epic that drops in MC/BWL and could easily balance an Epic 5 man instance to yield the same or lesser amount.
Just because it's a 5 man instance doesn't mean it would have to be easier or faster to gain epic items. Blizzard got this all wrong.
The most fun i had in WoW was in 5 man instances, sure 40 men in MC is fun as well, but it's more planning/waiting than actual playing, and it really locks down classes. Priests heals, rogues can't use any of their special moves, warriors are meat shields, and druids better not spec ferral. Etc etc etc...
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Before WoW it was really a narrow market. But I meet other WoW players all the time in real life...
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While all mmorpgs out now are based on items increasing a character's power; no game takes it to the extent that WoW does. Dark Age of Camelot, a game built for PvP among players has great items but they do NOT guarantee an insta-win. In WoW, a mage can pop ToEP and the ZG charm and boom, 3k+ crit damage with a following 2k+ dmg. Now I'm not saying a mage is overpowered... I'm saying the items create a HUGE gap between players based SOLELY on items.
Even hardcore players are complaining that the epic damage increase is too high.
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comment made by Wedbush Morgan analyst Michael Pachter.
(last paragraph)
http://www.nytimes.com/2005/09/06/arts/design/06worl.html?pagewanted=2&ei=5088&en=7053c2e95380c600&ex=1283659200&partner=rssnyt&emc=rss
There are plenty of people who think paying for games is fad, but he had to choose that quote.
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Any member of GCR-A/H will be able to tell you that they've worked hard to loot their stuff and I don't blame them for getting it, they have more time. Myself I have yet to hit 60 on any character or server and haven't participated in their raids, although I hope to sometime cause it does suck to be left out of what they are doing, plus no one is really around at my level to join me on my lower level quests, but I've enjoyed being in Lvl 40-49 AB PvP instance, I've enjoyed being a part of the World Event, but I'm also a 1-2 hour player a night, I don't deserve or need the best gear, I play with what I have and it's been fine with me. Maybe other folks have an opinion.
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I would rather do a 2 man, 1 hour dungeon 500 times with random bosses, changing layouts etc and at least have a chance for a rare, than deal with super guild raids and 6-8 hour mega play fests.
It works out to the same time commitment either way, just broken up into smaller play segments.
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ah, okay here we are: World of Warcraft Q&A http://www.shacknews.com/ja.zz?comments=40545
DUPE! IS THIS SLASHDOT OR SOMETHING?
haha :P
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This isn't a weekend warrior game we're talking about... there are 5 million or so people playing this, basically all the time. It definitely merits premier news coverage on that alone.
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