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(@stfuppercut)
Posts: 1228
Noble Member
 

Yea, I think its important to understand a developers perspective, hence the video I linked. Ideas are well and good, we all have our own, but when you start to think logically about things from a business standpoint, it helps keep the conversation grounded. I'm not sure about your ties to Blizzard, we can all claim we are part of Classic without any evidence, but this is a piece coming straight from the prophet himself. Really shows some insight into Blizzards take on these sorts of proposed changes, especially on a game that is THEIR intellectual property.

 
Posted : 21/06/2019 10:34 am
(@redridgegnoll)
Posts: 285
Reputable Member
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The idea for Classic WoW was not very original. Even Mark Kern would admit that. The challenge they faced was how much can you change without killing the MMO and Roleplaying roots of the game? They turned WoW into more of a lobby based game with TBC. It worked to a degree. The subscription count grew. They shed many of the MMORPG features that built the foundation of Classic. At the time, it sort of made sense to go down that path. Look at gaming nowadays. The most popular games are lobby based with queue systens. TBC was ahead of its time in some ways. Eventually a lot of lobby/queue system games were released after TBC, and they offered more refined PvP and PvP gameplay than WoW Arena or Dungeons. This is partly why WoW subscriptions declined.

Classic WoW was designed using the framework of the original mmorpgs. Where MMO and RPG matterrd above all else. The dungeons and raids were not going to be instanced. They didn't add a battleground queue system to Classic until many months after launch, and cross-server battlegrounds weren't available until the very end. Blizzard made a lot of changes to the MMORPG model to make the game more accessible to all players. The question is at what point did they go too far.

 
Posted : 21/06/2019 10:58 am
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