Image
  • Writing
    • Andy Gavin: Author
    • About my Novels & Writing
    • All Writing Posts
    • The Darkening Dream
      • Buy the Book Online
      • Sample Chapters
      • Reviews
      • Info for Reviewers
      • Press Coverage
      • Awards
      • Cast of Characters
    • Untimed
      • Buy Untimed Online
      • Book Trailer
      • Sample Chapters
      • Reviews
      • Info for Reviewers
      • Press Coverage
      • Awards
      • Cast of Characters
    • Scrivener – Writer’s Word Processor
    • iPad for Writers
    • Naughty Dark Contest
  • Books
    • Book Review Index
    • Favorite Fantasy Novels
    • Andy Gavin: Author
    • The Darkening Dream
      • Buy the Book Online
      • Sample Chapters
      • Short Story: Harvard Divinity
      • Reviews
      • Info for Reviewers
      • Press Coverage
      • Awards
      • Cast of Characters
    • Untimed
      • About the Book
      • Buy Untimed Online
      • Book Trailer
      • Sample Chapters
      • Reviews
      • Info for Reviewers
      • Press Coverage
      • Awards
      • Cast of Characters
    • Naughty Dark Contest
  • Games
    • My Video Game Career
    • Post Archive by Series
    • All Games Posts Inline
    • Making Crash Bandicoot
    • Crash 15th Anniversary Memories
    • World of Warcraft Endgames
    • Getting a Job Designing Video Games
    • Getting a Job Programming Video Games
    • Naughty Dark Contest
  • Movies
    • Movie Review Index
  • Television
    • TV Review Index
    • Buffy the Vampire Slayer
    • A Game of Thrones
  • Food
    • Food Review Index
    • Foodie Club
    • Hedonists
    • LA Sushi Index
    • Chinese Food Index
    • LA Peking Duck Guide
    • Eating Italy
    • Eating France
    • Eating Spain
    • Eating Türkiye
    • Eating Dutch
    • Eating Croatia
    • Eating Vietnam
    • Eating Australia
    • Eating Israel
    • Ultimate Pizza
    • ThanksGavin
    • Margarita Mix
    • Foodie Photography
    • Burgundy Vintage Chart
  • Other
    • All Posts, Magazine Style
    • Archive of all Posts
    • Fiction
    • Technology
    • History
    • Anything Else
  • Gallery
  • Bio
  • About
    • About me
    • About my Writing
    • About my Video Games
    • Ask Me Anything
  • Contact

Archive for World of Warcraft

Warlords of Draenor Cinematic

Aug14

Blizard released the Warlords (WOW expansion 5!) cinematic today:

[youtube https://www.youtube.com/watch?v=TLzhlsEFcVQ]

Actually pretty cool. Oddly, and as usual, even after having played since launch, I don’t totally understand the details of the “lore” and even who all the players are. Guldan, Thrall, Hellscream sure. But who is that Burning Legion dude with the Illidan wings? It’s funny how much effort you’d have to make in order to actually understand the lore. I know all the factions and just roll with it. Now the gameplay, that I understand. Although I hesitate to actually play again, as it’s such a time suck. But usually my resolve breaks.

WOW Endgame series: Vanilla, Burning Crusade, Lich King, Cataclysm, and Pandaria.
or read about Mists of Pandaria leveling.
Latest hot post: Reaper of Souls Analysis!
If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the video game post depot
or win Crash & Jak giveaways!

1384914057_0

Related posts:

  1. Diablo 3 Opening Cinematic
  2. Expansion of the WOW Factor
  3. WOW Endgames – Mists of Pandaria
  4. Hearthstone Beta Review
  5. Diablo 3 – Commercial
By: agavin
Comments (2)
Posted in: Games
Tagged as: Blizzard, Blizzard Entertainment, Races and factions of Warcraft, Warcraft, Warlords, Warlords of Draenor, World of Warcraft

Hearthstone Beta Review

Jan06

I’m no stranger to Trading Card strategy games, having played Magic: The Gathering way back in 1993 (and fairly heavily through 1995 or 96). In recent years, lacking an enthusiastic series of human opponents, I  periodically tried my hand at their latest computer incarnations. Most recently, this was IOS Magic 2013. This game was okay, but the designers felt too beholden to the specifics of the card game and not confident enough to invest in changes that would streamline the digital experience. Also, I’ve long felt that nearly all MTG expansion packs have strayed from their classic D&D flavored roots into that sort of bizarre out-there-and-too-cool-for-school style of western fantasy (all that dimensional and  plane waker stuff).

To prove my old school cred, I dug up 20 year old box of magic cards, including beta dual manas, and a 1996 calendar!

To prove my old school cred, I dug up 20 year old box of magic cards, including beta dual manas, and a 1996 calendar!

Which brings us to Blizzard’s entry into this underdeveloped genre: Hearthstone. Basically, the Irvine powerhouse has taken the MTG formula, reskinned it with Warcraft characters, and streamlined it for online play. And while this may sound merely evolutionary — and it is — in typical Blizzard fashion, when they do something, they do it well.

Hearthstone is great fun and the gameplay itself extremely well balanced (considering its beta state) and fast and furious for a card game.

[youtube https://www.youtube.com/watch?v=QdXl3QtutQI]

For those of you not familiar with this sort of game, it represents a “duel” between two fantasy characters. Each player constructs (or uses an off the shelf) deck of cards out of the pool of cards they own. Hearthstone’s decks are 30 cards, no more than two of any one type. You draw from this (shuffled) deck representing spells, abilities, and creatures to play them against your opponent as best you can. Generally cards require certain resources (mana) be spent to play, limiting the combinations you can cast in a given turn.

The biggest Hearthstone gameplay innovation (and I haven’t played enough Trading Card Duel games to know if it’s even a real innovation) is assigning decks a distinct class. In MTG, your deck design balances the flavor of mana versus the cost needs of various cards.  I.e. it’s possible to “dual class” (or even triple class), but the odds of ending up with mismatched land and spell/creature cards becomes greater. In Hearthstone, you select one of the original nine Warcraft classes (Warrior, Rogue, Warlock, Mage, Druid, Shaman, Paladin, Priest, and Hunter — Deathknight and Monk being left for a future patch). Your deck must be constructed from cards specific to that class or the Neutral cards. This is quite clever as by giving each class unique mechanics found only in their specific cards, particular gameplay styles are created. Each class also has a unique 2 mana hero ability which can be used once per turn without consuming a card. This serves to both differential them and prevent the “nothing to do because I don’t have a usable card” problem. In Hearthstone, mana capacity notches up one turn at a time (unless affected by special cards). I.e. first turn you have one mana available, next turn two, and so on. This helps measure out the phase and progression of the game, being like a less frustrating version of playing your MTG lands.

A typical game board

A typical game board

The original World of Warcraft classes transition to this new medium impressively. For flavor, the art is very similar, cards are almost invariably named after WOW spells and creatures, and many are even accompanied by sound effects or voice snippets lifted right out of the MMO (Aaaaaughibbrgubugbugrguburgle!) . To a longtime WOW player like myself (9 years!), this is all pretty effective. I’ve played most WOW classes (all but Hunter and Shaman) and I’ve done enough PVP and raided exhaustively. For me,all the class abilities have a certain iconic quality. Add the fact that Blizzard based the mechanics of the individual classes around similar WOW abilities to color me impressed. For example, mage specific cards include: Arcane Explosion, Arcane Missles, Fireball, Polymorph, Cone of Cold, Flamestrike, Frost Nova, Frostbolt, Ice Lance, Mirror Image, Blizzard, Pyroblast, Mana Wyrm, Water Elemental, and Ice Block — all of which are fairly faithful to their WOW roots. And they world as a cohesive play feel and strategy that makes the transition into the card duel.

Being fully computerized, and not relying on mechanics that work with physical cards, Hearthstone is able to support more complex AOE and card modification. Spells can strike all or groups of cards for certain, random, or variable damage — and work in combination with modifiers like shield, stealth (can’t be attacked), taunt (must attack first), or enrage (extra abilities for damaged minions). Some of these mechanics, while possible on paper, would be tedious and slow to manage (annoying counters anyone?). The game doesn’t exactly push the hardware limits of a modern PC/Mac, but it features the typical slick Blizzard interface. Actions are fast, with satisfying sounds and effects. Plus they queue up nicely in a way that allows for rapid play out of multiple moves. This is in sharp contrast to a game like Magic 2013 which drags out each move with awkward and slow animations. Hearthstone lets you just go bang bang bang in a far more satisfying manner.

$1.50 to $2.00 for just 5 virtual cards!

$1.50 to $2.00 for just 5 virtual cards!

I suspect Blizzard is also (as usual) going to make a lot of money with Hearthstone. Not only is it fun, and technically free to play, but seamlessly integrated with Battlenet and your attached credit card. Basically, to add anything but the basic cards to your pool of available cards, you have to either be very good, very patient, or spend some money on packs of cards. These cost $1.50-$2 for a pack of 5! And there is no guarantee you’ll get cards you want. Although you can disenchant extra or undesired cards for dust and use them to craft any specific card. Getting substantial dust pretty much only comes from buying packs, so this mostly allows the player who spends $50+ a way to fill in for bad luck (thank God!). Certainly for $50-100 one could get the cards for any ONE deck one wanted (the cost is mostly in getting lucky or enough dust for the 1-3 legendaries many serious decks want).

Warlock class specific cards. You face Jaraxxus, Eredar lord of the Burning Legion!

Warlock class specific cards. You face Jaraxxus, Eredar lord of the Burning Legion!

There are a variety of modes and tricks to keep you coming back. Classes level up (giving you extra cards and bonuses). There are daily quests (you can have up to 3) that earn extra gold (which can be spent on cards or the Arena) and there is practice, normal, and ranked play modes. Possibly most interesting is the creative Arena mode. You have to pay (with dollars or gold) to enter, then you semi-randomly build a new deck, and play until you lose three times. The more wins in this time, the bigger the reward in gold, dust, and cards. The Arena seems currently, even for a sucky player, to be a slightly better value gold/dollars to cards, as it costs $1.50 and you seem to earn at least one pack. However, it does take an hour or two (you don’t have to play all at once). I’ve only done it twice, as I find playing with it’s fairly random decks a little frustrating compared to my carefully crafted normal mode ones.

Finally, you can always play with your Battle net friends, which will be cool once we get out of closed beta and more of mine try out the game. All in all, now that my main in WOW is ilevel 558 and I’d basically have to run Heroic raids for upgrades (almost), and given the fact that Hearthstone can be played in 5-10 minute chunks, I’m having a blast with it. If I feel motivated, I might even write up my experiences with the three late game strategies I’ve been working: Warlock, Mage Ice Control, and Pally Utility Control (sadly, as I’m a Lock in WOW, my Mage deck is doing much better).

WOW Endgame series: Vanilla, Burning Crusade, Lich King, Cataclysm, and Pandaria.
or read about Mists of Pandaria leveling.
Latest hot post: Reaper of Souls Analysis!
If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the video game post depot
or win Crash & Jak giveaways!

12

Related posts:

  1. Diablo 3 – Beta Preview
  2. WOW Endgames – Cataclysm
  3. WOW Endgames – Burning Crusade
  4. Expansion of the WOW Factor
  5. The Last of Us – My Review
By: agavin
Comments (5)
Posted in: Games
Tagged as: beta, Blizzard, Blizzard Entertainment, card game, Hearthstone, Magic: The Gathering, Video Games, Warcraft, World of Warcraft

WOW Endgames – Mists of Pandaria

Jan11
Mists of Pandaria Box

The xpac box

Having discussed all the previous wow endgames, we come at last to Mists of Pandaria.

Leveling

I wrote a previous detailed post on leveling 85-90. I won’t repeat myself and go into the talent changes again. Overall, while I like the new rotations and abilities for Warlock Destruction (the only spec I’m really playing), and feel they are the best yet, I do miss a bit of the crafting that went into old school talent selection. I have little incentive nowadays to investigate changing my spec or talents.

But I must admit I adore Kil’Jaeden’s Cunning, which allows casting while moving. This is a game changer for warlocks. Even with a cast and movement speed penalty, it means not having to cancel that big cast in order to get out of the fire!

Of Justice and Valor

MOP, great as it is, is a highly evolutionary expansion. The Justice and Valor system was born from  BC badge system, iterated on during LK, and finally codified under Cata. It passes nearly unaltered to MOP. We have four major point systems, two each for PVE and PVP. Since I don’t PVP at all anymore, I’ll only talk about Justice (the lessor) and Valor (the greater) points.

But first, I need to discuss item level. As discussed in my Cata post, with reforging and the like, WOW gearing is more and more about ilevel. Better is generally better and there is an elaborate spread based on gear source and difficulty level.

  • 458: Justice rewards, superior blue quality
  • 463: Heroic dungeon gear, superior blue quality
  • 476: Mogu’shan Vaults LFR and crafted PvE gear bought from reputations, epic purple quality
  • 483: Heart of Fear and Terrace of Endless Springs LFR
  • 489: Vaults normal mode gear and valor point gear bought from reputations
  • 496: Galleon and Sha loot table, Heart and Terrace normal mode gear, crafted gear from raid-drop patterns, and valor rewards for the patch 5.1 reputation vendor
  • 502: Vaults heroic mode gear
  • 509: Heart and Terrace heroic mode gear

Justice points are more useless than ever. You earn them exclusively by killing dungeon bosses, notably heroic dungeon bosses. They earn fairly slowly. They buy ilevel 458 blues. But wait, heroic dungeons drop ilevel 463 blues. By the time you have enough points to buy something, you probably have a replacement that is slightly better from drops. Justice points are therefore useful only to fill in the occasional piece that you are unlucky on. I bought two items fairly quickly after hitting level 90 and wore them for a few days, perhaps a week, before replacing them. Theoretically you can also spend Justice points on heirloom items for your alts. I’ve sworn off this deadly addiction and so wouldn’t know.

Valor points are very different. You can earn them doing just about anything: Heroics dungeons, Challenge dungeons, Scenarios, daily quests, LFR,  regular and heroic raids. Valor points cap at 1000 points a week. There is a strong incentive to reach your cap, but it takes awhile, probably at least 10-15 hours a week of play. If you don’t cap, you aren’t gearing as fast as you could. They buy you ilevel 489 epics, which is the same level dropped by the first half of the first tier of normal raids. After patch 5.1 Valor buys ilevel 496 and upgrades. For active raiders with a guild, these are supplementary, filling in on missing drops and allowing faster gearing. For players (like me) who only use LFR (more on that later), Valor gear is always better than raid gear, and represents the best and most important items. The only better gear open to us is world boss gear, and that’s very limited in selection.

Because of the cap, and its importance, grinding Valor feels like a bit of a chore, or at least certainly an obligation. This is a difficult balance for the designers to achieve. Set the cap too high, and there would be no limit to how much time you could sink into it, set it too low, and you feel that post cap, you are “wasting your time.” For me personally, it’s just about right.

In Vanilla and BC you spent a lot of time playing for no reward, and these point systems address that issue to a significant degree. This time around, the Valor system seems better than ever, rewarding all sorts of play. The Justice points seem like a fail and basically irrelevant.

Shrine of Two Moons

Shrine of Two Moons: profession hub and standing in for a new city

Going Professional

The professions got their usual cleanups and tweaks. Many remain boring. Herbalism is the same as it ever was. Alchemy is even simpler than ever, as you now learn new recipes not from the trainer, but from making previous ones. This shouldn’t be confused with the more elitist Burning Crusade discovery system. By the time I hit level 90 and max skill level I’d learned everything. The better/cheaper “alchemist only” potion is nice. The Alchemist trinket is decent, but after patch 5.1 badly needs an upgrade to epic. I level enchanting on an alt and that seems to have lost the interesting daily mechanic from LK and been tied back to reputations. That’s annoying on an alt as I don’t want to level those reps there. These recipes should be BOA.

Archeology got a hell of a lot easier. During Cata I gave up on it because it was intensely boring and slow. Now I leveled it in 2-3 hours. But there isn’t anything good to make. No epics, no cool pets or mounts, just some mediocre blue weapons.

Fishing is easy to level now as it’s tied to the Angler’s reputation. It’s got a few cool things, although not as cool as the old BC Mr. Pinchy days.

Cooking is the real standout. Wow. This got a lot of love. It’s tied in with the whole farming game (see below), the awesome Tillers rep (see below) and even in of itself is chock full of goodies. There are now six different sub schools to level, and it takes considerable time and effort, but the whole combined cooking/farming/Tillers thing is great fun. I’m even training up my apprentice. They need to do all the professions up with this kind of complexity.

Angler's Warf

Angler’s Warf

Mote in your Eye

A new system this time around is the “harmony” system. Monsters randomly and occasionally drop these little “motes of harmony” which combine into “spirits of harmony.” These currency items can be used to buy just about any top trade skill item, or even some of the other trade skill currencies like for cooking and archeology.

This sort of combines and improves two general systems/trends from previous xpacs. One is the “limited top profession item.” For alchemy this was the Lotus. For enchanting the epic enchanting mat. Motes normalize and make less frustrating the collection of these resources.

They are also an evolution of the older crafting essences that came in various flavors. Motes are a marked improvement. Spirits of Harmony are generally quite useful, and you accumulate them at a slow but reasonable pace. I’ve never been a heavy crafter and the old piles of 10-12 types of currencies for each xpac still clog up my bank alt.

Scenario Fail

A new addition to MOP is the scenario. This is a mini dungeon, for three players, not requiring a tank or healer. There are about 10 of them and you enter through LFG with virtually no queue (because of no tank/healer crunch). They reward some Valor and are designed to include hefty doses of lore.

Being even easier than dungeons (which were pretty easy), I found them ridiculously boring. They yield Valor, and are approximately the same Valor/time invested as dungeons, yet duller. In dungeons I enjoy boss fights and hate trash. Most of the scenarios feel like short outdoor dungeons with a 100% trash ratio. I hate trash. The rewards themselves are just some random and useless blues. Perhaps they might have been upgrades for about a day after hitting 90, but that’s about it. I haven’t even run all the scenarios. There is one in the Temple of the White Tiger, highly reminiscent of Lich King’s Trial of the Crusader, that is alright, as it’s just a series of bosses.

Shado Pan Monastery

Shado Pan Monastery

Shades of the Lich King

The dungeons in MOP have all been carefully tuned. They’re all pretty short and fun and none of them stand out as annoying or particularly more difficult than the others. Difficulty tuning is back where it was at launch in Lich King. There is no need to run a level 90 normal level dungeon. Maybe if you’re an ignoramus at gearing, you might have to pop into one or two. Basically you drop into heroic and steamroll. They take 20-30 minutes. CC is completely gone again. It’s like every dungeon is Heroic Utgarde Keep or Azjol-Nerub. My least favorite these days are Shado-Pan Monastery and Siege of Niuzao Temple, but only because they take slightly longer than the others. They aren’t harder and they are cool enough. This time around there is nothing like Halls of Lightening or Occulus to throw anyone a loop. It’s worth noting that in my entire (extensive) MOP playing experience I never ONCE had a dungeon group fall apart. Every single one has completed. Wipes of any sort are rare, and I doubt I’ve ever wiped more than 2-3 times. This is unprecedented, as in Vanilla, BC, and Cata groups that self destructed were more the rule than the exception. Even in LK it happened, particularly in Occulus or some of the Icecrown instances.

Gear is solid at 463 and things are well itemized. However, it only took me a week before I had every piece of dungeon gear I needed, after that, they’re just an easy way to earn valor (80 points a day).

Blizzard added a cool new Challenge mode in which you can run instances for speed with normalized gear. I’ve never tried it. The mode requires that you run with friends, and I don’t have a big enough group of in game friends or a guild.

stormstout brewery

Stormstout Brewery

The big Grind

While reputations have always been part of the WOW endgame, with MOP Blizzard put a lot of extra effort into them. In the BC-LK era reputations usually awarded a couple of small things each. Generally a free epic, maybe a cosmetic item like a pet, crafting recipes, and often enchants for certain slots like head and shoulder. While small, these enchants were considered mandatory by most raiders. So Blizzard removed them, but at the same time tied the Justice and Valor gear into the system. Rep gear isn’t free anymore, pretty much all Justice and Valor gear is divided randomly among four (five with patch 5.1) reputations. Initially, honored was needed for Justice gear and Revered for Valor. Blizzard argued that this wasn’t mandatory, and it probably wasn’t, strictly speaking, for serious raiders, as they have access to equal or better gear in raid. However, in practice, for those of us without guilds the Valor gear is the best available. Even serious raiders tend to optimize for getting the most stuff as quickly as possible. This meant bringing at least the four major reps to revered. Two of them, the August Celestials and the Shado-Pan are mysteriously tied to the Golden Lotus, and so you can’t even start their grinds until reaching revered with Lotus.

In LK and Cata you could combine tabards with dungeon grinding to speed leveling of the reputations. In MOP, the new tabards no longer give rep, although you can still finish out reps from the old xpacs in the new dungeons. This means doing the dailies for each rep. And dailies there are in spades. On the plus side, these give valor points and the special new currency that increases loot drops (more on that later). On the minus side, there are a LOT of dailies.

I’ve reached exalted in every MOP rep, including the fifth important one introduced with patch 5.1. At the beginning, and particularly about two weeks after 90, this meant A LOT of dailies. I’ll discuss all the reps below because Blizzard deliberately built a different style grind into each of them in order to experiment, but at the peak, it is very easy to have 2-3 HOURS of dailies in your queue PER DAY. On one level, this is a lot of end game content, as you could do it slower, on the other, for a few weeks it felt like a Herculean chore.

Golden Lotus

Because this rep gates two others, it’s very important. And the GL has a lot of good Valor items itself. Here Blizzard went with a “more is more” theory of dailies. There are three hubs, each with four quests that are completed sequentially per day and a final boss quest. This means 13 dailies (plus some connector quests). Not all of these are available at the start, as the hubs open up as you advance. The individual quests are well enough designed for the most part, but for a new 90 can actually be pretty hard. At the beginning, competition for mobs was fierce and frustrating. This chain alone could take 45 minutes a day and often felt very tedious.

There were also a couple different cool ways of earning bonus rep. Periodically you find keys which can be used to open secret chests (available only on select end dailies) that give you extra rep bonuses. GL mobs also (extremely) rarely drop a crystal that once you have 10, allows capturing an (extremely) rare mount. By exalted I had 2/10.

The Golden Lotus has lots of secret chambers

The Golden Lotus has lots of secret chambers

Klaxxi

The second major rep open at the start is pretty cool. There are about 9 quests available per day in about four areas within a zone. You can select various Klaxxi (bug dude) champions to help you too. The quests are pretty cool, but some of the areas were better than others and the set could run a little long. There were a bunch of cool intermediate non-daily progressions on the quest-line. Much better than GL, but 5-6 quests would have been better than 9.

There is a collection mechanic here too. Killing mobs in the zone earn you crystals that you can turn in for rep. This is a great idea, but the drop rate on them was so low as to make little difference.

Return of the Klaxxi Paragons

Return of the Klaxxi Paragons

Shado-Pan

SP also has champions to help you and rotates roughly 6 quests between three locations. In between, you have non-daily champions to fight. This would have been an excellent rep except that one of the locations, “stra-vess” (sic) was very annoying and represented the only place in the entire daily grind across all reps where I died on a frequent basis. The mob density was just out of control.

August Celestials

This rep chain opens late and runs slow. Every day there are about 4 quests available in one of four spots in wildly different zones. You find the location at your home base and fly there. The quests are pretty quick and easy, but the grind goes on for longer than the other reps. One of the four zones (the Niuzao Temple) is far more annoying than the other three. One of the quests in the White Tiger temple complex (the one where you cross the bridges avoiding the wind) was incredibly frustrating and best skipped.

Dominance Offensive / Operation Shieldwall

This new rep, added with patch 5.1, gates the 496 ilevel rep gear and is very important. It’s also a very well designed daily grind. Blizzard learned from the earlier four in short order. There is an alternating mixture of non-daily quest groups of 3-4 quests and a group of 5 dailies that rotates between 4 hubs. There is even a cool daily mini-boss. The dailies are pretty quick and enjoyable (except the cave one was annoying because the caves are so dark it’s hard to see the tunnels) and the mix in of non-dailies felt great. It doesn’t have the tedious chore-like quality that GL, Klaxxi, and Shado-Pan often did.

Loremasters

This is a fun rep that is outside of normal progression. Bringing it to exalted wins you a cool flying magic disc mount and a few aides to the archeology profession. But it’s also the easiest rep, taking only an hour or two flying around Pandaria to level.

Order of the Cloud Serpent

You level this rep for one reason (besides the Valor points): to earn the right to fly on cloud dragons. It’s a fast and easy rep that thats takes 2-3 weeks and combines some profession tie-in quests and a rotating pool of fairly simple fight and gather dailies. Every once in a while it is possible to engage in cloud dragon racing. This was really cool. The problem is, there seems to be no way to know if they are available (which is about once a week) without flying over to the far away zone and checking. So once I hit exalted, I didn’t bother, because I didn’t want to haul out there for nothing.

Everyone wants to ride one of these!

Everyone wants to ride one of these!

Anglers

This rep is tied to fishing. It provides 3 quick and easy fishing quests every day. They’re pretty easy, but not very exciting, and the quest hub has no flight point (serious annoyance). Once I maxed out fishing it was irritating to head down there and grind it out, even though it didn’t take long. I gave up for awhile at revered, then eventually finished it out.

There is also a separate reputation with master angler Nat Pagle. This earns you two different items and requires that you fish around the world for about 45 minutes every day for several months to fish up some EXTREMELY rare fish. This is the only grind in MOP I didn’t bother with, because it’s for the very extreme and the rewards aren’t compelling. It should at least have had a cool pet.

Tillers

The Tillers faction, which dove tails in with cooking and the new farming mechanic, is hands down the best designed grind in the game. This all has several components. The profession itself has been split into 6 different grinds (the ways of cooking). They are all very similar, but for number collecting obsessives, it’s very addictive to level each. Then the master Tiller reputation is a nicely balanced 5-6 daily per day mix that rotates between 3-4 hubs. Some of these quests are very easy and some are related to farming. Some of the quests aren’t really attached to the hubs but are randomly selected floaters around the zone. Many are very creative (if a little annoying) like the weed war, pest control, and chase the chicken quests. One of the daily quests earns you a cooking token. These are actually quite valuable as they speed your leveling of the cooking profession and production of useful feasts.

Progressing through the main reputation opens up periodic cool quests that “level” the farm by adding more plots. You can also buy quests at one of the vendors at different reps to add convenience features to the farm like sprinklers, pesticide, and the master plow. The rep and token vendors have all sorts of fun and useful items. If you get enough tokens you can buy an apprentice that has a new daily him/herself that you can level. This opens up other stuff. As you level, your farm gains small cosmetic “improvements” relating to the quests (mostly farm animals).

Then, as if that wasn’t enough, there are eight or so quest givers who all have their OWN reputations. You level these up by completing their quests (randomly in the daily sets) and/or making particular foods for them and/or finding these oddball farming drops and/or finding the same drops in dirt piles around Pandaria. Reaching max reputation with a particular Tiller opens up  a small person specific quest chain.

All in all it feels very fresh and varied, far more so than any of the other rep grinds, and being intertwined as it is with farming and cooking encourages you to engage in those other skills just to see what might be coming. Bravo!

Big Bags of Loot

MOP reintroduces world bosses, two of them to start. One of these, the Sha of Anger, is a replacement for the LK/Cata PVP loot boss. Sha is easy to kill with 30+ people (it can even be done with 25). He drops a random mix of PVP and the PVE ilevel 496 hands and pants. The first time you kill him, he gives a token for an ilevel 476 boot. He can be looted once a week and his respawn timer is 10 minutes. For LFR people like myself, this makes him very valuable as the set pieces are half a tier better in score than the 483 stuff from LFR. With the short timer, the only difficulty with this boss is finding a group. If one needs him, you usually have to do that on Tuesday, often early Tuesday. After that, too many people have killed him and you’re unlikely to find a raid.

The other world boss is Galleon. He drops a mix of various 496 loot and is fairly easy to kill. The problem with him is that his respawn timer is several days. I’ve killed him twice, and both times it happened after a server reset. At this point, when he’s up, both Alliance and Horde are usually gathered to try to kill him and it becomes a strange battle in which one can wipe the other side, but that results in flagging and a near infinite back and forth between the factions. We were able to kill him once when a Horde group outside the raid generously took it upon themselves to keep wiping the Alliance side.

He must die every week - until you have your gloves and pants

He must die every week – until you have your gloves and pants

Way of the Raid

MOP has more raiding options than ever, and as this is an area that keeps evolving, it’s worth mentioning. There are now five types: LFR (25), Normal (10), Normal (25), Heroic (10), and Heroic (25). LFR has it’s own per boss lockout, but the other four share the same lockout. I.e. if you kill the boss on Heroic (10) you can’t loot it again on Normal (25) in the same week. The lockout is all per boss, and only affects loot (but that’s what matters, doesn’t it?). The two normal modes share gear, so do the two heroic modes. I only run LFR these days, but presumably 25s are pretty rare, as they are harder to form and offer little advantage at this point. This is kinda a shame, but I can understand Blizzard not wanting to add even MORE loot levels.

LFR has a new loot system which is quite controversial. In the traditional model, still used in normal/heroic raids, the boss drops his loot, and the party divides it up. In the new LFR system, each player has his own individual random role, which appears to be about 1 in 10, to see if he gets loot or gold. If he gets loot than he is handed a random item from the loot table that fits the spec he is currently using. There is no consideration made as to what items you have. You can get an item that you already have even if something else in the loot table would be more useful. There is no trading. On the plus side, there is no drama. Each player’s loot situation is totally separate. On the minus side, you get a lot of “gold” and it’s annoying. Other players also get items they can’t use (already have), but you could, which feels frustrating. Overall, it’s probably better as drama in LFR is a bad thing.

To complicate this, doing daily quests earns a kind of currency that you can spend once a week to earn 3 coins in a different currency (up to 10 max in your inventory) that can be spent to buy extra rolls at a bosses loot table. In practice, you use these on the three bosses each week that have stuff you need the most. This is kinda nice as it increases your chance of getting the things you want. It is possible to partially abuse this system by killing a boss a second (or third, or fourth) time and using the coin, even if you are not eligible anymore for the regular drop. I don’t do this, too tedious.

Terrace of Endless Springs

Terrace of Endless Springs: the last raid of the 1st tier

Raid Finder Rules

I didn’t play Cata during the final months with its Raid  Finder, so for me, LFR was new to MOP. This is the ultimate conclusion (for now) of Blizzard’s trend toward “let everyone see the content.” The raids are broken into 3 boss chunks with minimal trash (still sometimes too much, as in Heart of Anger). There is a gear level requirement, but the tuning is very easy, aimed at allowing the bosses to be killed with no active coordination and 0-2 wipes. The first week a particular dungeon opens, when most of the people are completely unfamiliar with the mechanics, there are wipes. After that, it’s a total steamroll. Mechanics that wipe raids have been “tuned down” so they don’t. There isn’t really much skill, although I personally, as a Warlock, amuse myself by focusing on maxing my DPS.

For me, LFR is a facsimile of real raiding. It’s missing the challenge and camaraderie, but it does feels kinda like raiding and yields pretty good loot. It also can be done on your own schedule in 30-45 minute chunks, which is huge. Raiding with a guild is scheduled, like 6-10pm Tues-Thurs, and involves drama and stress. LFR is queue up, steamroll, maybe collect loot.

Everyone is a Legend

What makes up a legendary has really changed in MOP, and probably for the better. I don’t know if they plan to still have the old kind of legendary weapons, but there is a new quest chain that anyone who raids can get which is more equivalent to the old Mount Hyjal or Ice Crown rep chains that allows you to slowly, but fairly straightforwardly, earn into legendary gems that can be placed into the sockets of special weapons dropping from Terrace of the Endless Spring. These are a pretty big boost, +500 in a primary stat, and the chain continues allowing you to keep upgrading slowly across the course of the xpac. This is a real nice touch and very compelling, although it’s a different thing than the traditional legendaries.

The Black Prince

This guy is actually a Black dragon!

No need to PVP

As a PVE player, there seems to be no need to PVP in any way shape or form. With the Sha of Anger having taken over for the PVP bosses and no new world PVP zone, that’s gone. This is fine by me.

Return to the Old Raids

One of the new things I’ve been doing a lot of is actually old stuff. The drastic scale up of every stat has made it possible for level 90 toons, particularly us OP Warlocks, to solo nearly everything in the first three expansions. Vanilla raids are trivial (for Locks) and Blizzard has made some effort to change a few of the mechanics that were impossible to solo (Viscidius, Razorgore, who is still a pain). Plus, you can now go into old raids without a raid group and they added cool minipets to the Vanilla raids. I’ve been running MC, BWL,  Naxx, and AQ40 every week and have all but two of the pets. I’ve also nearly completed my Felheart, Nemesis, and T2.5 sets (I had a lot of them from the Vanilla days, but the RNG is fickle). This is all good fun.

And last week, I even earned Thunderfury, Blessed Blade of the Windseeker! Too bad it can’t be used to xmorph. My Lock does dress old school, usually in Felheart or Nemesis. Even some of the really difficult titles can be soloed. I soloed Sarth 3 drakes 10 man and 3 manned the 25 man (I had the titles from before but I wanted the mounts). I soloed Ulduar 10 to get Starcaller and even facerolled some BC heroics to finish out two reps I hadn’t quite knocked out originally.

Cthun

I finally killed Cthun (by myself)

Farmville Wow

The Tillers have brought limited Farmville to WOW. Once you level up your farm you can grow up to 16 crops a day. It’s possible to make feasts pretty much for free this way, or easily earn extra cooking tokens. There are some optional plants that will earn you crafting materials or even teleports. It’s a pretty simple mini-game, and takes about 5 minutes a day, but it’s fairly fun.

Tillers Farming

Better than Farmville

Pet Battles

I have yet to invest anytime in the pet battles, which is surprising given that I’m a pet collector. I’ve heard they are really fun and Pokemon like. They certainly have vastly expanded the mini-pet inventory.

Back to the Fun

MOP has brought a notable effort to really add a lot of fun and vanity items and quests. This stuff has been in short supply since Vanilla but there is a lot of it now. So many one of a kind vanity items that they fill up the bank. There are neat weird quests and achievements based on lore and whatnot too. We could still use more actual USEFUL items that have weird powers, like in Vanilla, but this is a good start.

Warlock in Felheart

Scaberus is in his old school finery

Patch 5.1

The only patch so far is 5.1 and it’s a very evolutionary patch, including no new raid or instance. It did beef up the southernmost zone and add a faction, more dailies, and a rep vendor. The faction is one of the better ones. To help raiders spend their valor points a new upgrade system has been added that allows Justice points to upgrade blue items and Valor points to upgrade epics. This is a pretty useful point sink. It seems Blizzard intends that the epics from the patch 5.2 raid will not be upgradable until patch 5.3, which seems a decent idea to slow inflation. The item upgrade in general, while useful, continues the long trend toward anonymous gear based on ilevel.

Another very useful addition is that MOP reps have gained a hastily implemented feature for doubling the speed at which you earn revered to exalted, and passing on the advantage to alts when a main has hit revered. This must be very welcome for alts, but I wish they’d given me a feat of strength for leveling all my reps to exalted BEFORE the patch shipped.

Domination Keep

Home of the Horde on Pandaria

Conclusion

In conclusion, MOP really draws together all of the elements present in Cata but rebalances them into a much much more effective (and therefore fun whole). There is a LOT to spend your time on at level 90 and pretty much all of it is either very fun, for vanity purposes (pets, mounts, xmorph etc), or contributes directly to your character via Valor. All elements of the game are more accessible than ever. I have a level 25 guild that I share with another real life friend, but it’s essentially a ghost guild and no one else is ever online. Yet I’m able through LFR and Valor to advance my character steadily.

Frankly, it keeps me playing and while without real raiding some of the extreme highs of the game are gone, it’s rarely frustrating and generally very fun. Pretty impressive after 8 years!

WOW Endgame series: Vanilla, Burning Crusade, Lich King, Cataclysm, and Pandaria.
or read about Mists of Pandaria leveling.
Latest hot post: Reaper of Souls Analysis!
If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the video game post depot
or win Crash & Jak giveaways!

Mists of Pandaria

Related posts:

  1. WOW Endgames – Cataclysm
  2. Mists of Pandaria Leveling
  3. WOW Endgames – Burning Crusade
  4. WOW Endgames – Lich King
  5. WOW Endgames – Vanilla
By: agavin
Comments (49)
Posted in: Games
Tagged as: Blizzard Entertainment, Mists of Pandaria, Races and factions of Warcraft, Warcraft, World of Warcraft

WOW Endgames – Cataclysm

Nov28
Cataclysm Collector's Edition contents

The Cataclysm Collector’s Edition contents

For the record, like many others, I stopped playing during the last six months of Lich King (who needed to run ICC more than 20-30 times?) and came back for Cataclysm. I discovered what is now my least favorite era of WOW.

Getting There

I didn’t even like leveling in Cataclysm. The zones were boring. I hated Vashj’ir for it’s annoying 3D travel and vast size. The others were just uninspired. Only Uldum was decent.

The Big Distraction

I suspect that the designers blew their wad on the giant world revamp. Every zone in Azeroth got an update, some quite dramatic, and all of the quests were redone. But I never saw any of this — except flying overhead. With four toons from 60-80, I wasn’t about to go level a new one. I didn’t even try out the new starting zones (Goblin and Worgen, although I heard they were good). If Worgen had been Horde (like they should), I might have tried them.

Cataclysm Barrens divide

The old world got a facelift, or hatchet job…

Talent’s Last Stand

The talent trees got another huge overhaul, but this time instead of adding 5 new talent points, Blizzard took away  30! Level 85 characters had 41 talents, which wasn’t so bad except it reduced the emotional reward given at each level. Still, I understand how the prospect of 76 points could be overwhelming from a design and user standpoint. More substantially, Blizzard introduced a more formal choice of specialization. Instead of merely investing points in various trees, you had to pick your preferred tree. Along with this came certain mutually exclusive abilities and resources.

On the plus side, this allowed the designers the freedom to work on the specs in more isolation without having to place signature spec abilities deep into the trees. By Pandaria, it allowed even greater differentiation of specs. On the minus, this change continued a trend toward homogenization. There was a feeling under the old system, even if illusionary, that you could create an interesting hybrid between two specs. No more.

Cataclysm Warlock Talents

The new, post diet, Warlock talent trees

Reforging to Sameness

A number of gearing innovations were introduced with Cataclysm. In the BC and LK eras, the number of affixes (different stats and attributes possible on gear) had expanded considerably. The game has a lot of gear specs: plate tanks, plate dps, plate healing, mail spell dps, mail melee, mail ranged, mail healing, leather healing, leather spell dps, leather melee, leather tanking, cloth healing and cloth dps. In the old days, the designers ignored some, like bear tanks, but with making every spec viable came the need to provide them gear.

With Cataclysm, the designers tried to reduce this gear proliferation and consolidate stats. For example, the new “mastery” stat, basically good for every spec, but does something different for each. It might improve healing for a Holy Priest and damage for a Shadow Priest.

To make more gear useful to more players Blizzard introduced the reforging vendor. This allowed players to exchange one secondary stat on an item for another secondary stat. For example, if you had an item with crit and mastery, but want more haste, you could take half the mastery off and turn it into haste. This was reversible and modifiable.

This allowed almost any gear that fit your basic spec to be adjusted to fit your overall itemization. The downside was that it made gear increasingly by the numbers. Individual items used to matter more. You sought out the Azuresong Mageblade or the Core Hound Tooth. After  Cataclysm, if the item had a higher ilevel (item level) and fit your spec at all, it was likely better. This meant that you stopped caring so much about the individualitem and its stats and more about its ilevel.

Reforging Vendor

The reforging vendor allows you to play with the stats on your gear

The End of the Silhouette

Vanilla, BC, and LK WOW never allowed the modification of gear appearance. Other games had dyes and methods of cosmetic alteration, but in WOW, the gear actually looked good, and because each class had unique tier gear, it was usually possible at a glance to tell how good (or at least dedicated) a player was. In fact, when I first started playing I was really impressed by the way your character slowly improved visually. At first, you dressed in rags, and slowly but surely you got cooler looking (with a few setbacks). I, like most players, chose function over form, and sometimes had a patchwork appearance.

Cataclysmchanged all that by introducing Transmogrification. The transmorg vendor, would for a fee, make any piece of gear look like any other of the same type that you owned (i.e. you couldn’t make a bow look like a sword). Suddenly, your best gear was disconnected from your best-looking gear. The cool part of this was that old gear, which often looked very cool or nostalgic, was useful again as a template for appearance. It also allowed characters to construct unified thematic sets without compromising function. Negatively, the specific new gear you got became even less memorable. It was just ilevel and stats.

transmogfircation window

You can now make any gear look like pretty much any other gear

Normal Mode is Back

Cataclysm about faced the dungeon difficulty trend from LK. Normal mode level 85 dungeons had some challenge, and Heroics had a new key: gear level. You couldn’t enter them (via the Dungeon Finder) without having a certain gear level. This meant you actually had to run the normal ones. Which was good.

They weren’t really that hard and they had some decent gear. Plus, each faction had a tabard you could wear to gather reputation. Two of these dungeons were favorite Vanilladungeons that got a refresh and new level 85 modes: Shadow Fang Keep and Dead Mines.

Uldum's Lost City of the Tol'vir

Uldum featured this cool outside dungeon (shades of ZF and ZG) called The Lost City of the Tol’vir

The Return of CC

Heroic difficulty was another matter. While Cataclysm Heroic’s weren’t as brutal as BC Heroics, they were actually kinda difficult. They often required a bit of crowd control (CC) and knowledge of boss strategies. Again, not anywhere near that from the BC and Vanilla era, but a lot harder than in LK.

In guild runs, this was no probably and actually quite fun. But the problem was that most people didn’t run dungeons in guild groups, they used the Dungeon Finder. Heroics with the Dungeon Finder became torture. They were just a bit too hard for most random groups. They required you know the fight. Many good players reacted to this by dropping group as soon as anything went wrong. This happened prior to the Dungeon Finder, but social factors kept it more in check. Now, one wipe and your best player or two fled, leaving you to replace them by random chance.

At the time, I thought my problem was that after facerolling dungeons in LK, it was hard to go back to a challenge, but I think it had as much to do with the interaction of the Dungeon Finder. Pugs with no invested social connection are not well geared to face and learn to overcome challenges.

Justice/Valor Points

The badge system reached more or less final form: which wasn’t badges at all, but points. Instead of a constantly expanding collection of currencies, Blizzard converted the badges into two types of points (presumably the badge->point thing was for better granularity) and instituted several policies. With the release of new tiers, any remaining currency in the better currency (Valor) was converted into the lesser (Justice). Old Valor Gear was then made available for Justice Points. New gear went into the Valor Vendor. You earned Justice via dungeons (easy) and Valor by dailies and raiding (harder). Both currencies gained a weekly cap to discourage hardcore players from grinding out too much at once.

Blizzard experimented with different methods of Valor awards for non-raiders: first Heroic completed of the day, then up to 7 Heroics per week. The later was designed to remove the “need” to run one Heroic every day, but somehow turned out to discourage running as many of them.

This latest evolution worked well. Valor gear was very good, and could be purchased approximately one item every two weeks (if you maxed out your weekly cap). There was too little Justice Gear. For single spec classes (like my Warlock) the currency was useless after about two weeks — until a new tier landed a bunch of formerly top gear in the Justice Vendor. For non-raiders, Valor points were too hard to cap.

The elite can slay Deathwing, which is pretty cool

Guild Loyalty

Another successful new system was the expansion of the guild system. With Cataclysm, guilds as an entity gained reputation, levels, achievements, perks and more. Doing “work” (quests, dungeons, profession work, etc) started earning you reputation with your guild and the guild itself experience. The guild could then level up, earning members various guild perks. Certain achievements could open up guild rewards. The perks and rewards were actually pretty sweet although not usually related to performance per-se. Things like: faster running while dead, shorter hearth teleport timer, 10% more reputation, and a mass resurrection spell.

Overall, the system felt rewarding. You definitely wanted to be in a guild, and one that was pretty high level at that. The speed of leveling was reasonable and worked even for my tiny and fairly inactive guild.

Guild reward window

The guild reward window: lots of cool stuff

Reputation Redux

Cataclysm‘s end game reputation grinds kept me occupied for a few weeks. There were some decent epic items and a few cool mounts. Most reputations had some dailies to help them along, or there were always dungeon runs. But they didn’t last forever, after about a month, I pretty much maxed them all out.

PVP + Dailies, oh my

Blizzard tried world PVP for a fourth time with Tol Barad. It was a lot like Wintergrasp, including the same kind of loot piñata boss. I felt obligated to run the boss once a week, but couldn’t have cared less about the PVP.

It also had a PVE rep and hub with a whole bunch of dailies. This was a pretty extensive 2-3 week grind-a-thon but awarded a couple of worthwhile things at exalted. Then it was done.

Tol Barad

The Tol Barad outside world PVP zone. Pretty much just good for its loot filled tasty creme boss.

Archeology Fail

Instead of adding yet another crafting profession, like BC and LK, Cataclysm added a fourth optional profession all players could train: archeology. This turned out to be a rather boring, albeit, time consuming distraction. Making you travel is a time-proven form of cheap WOW gameplay (lots of holidays feature “tour the world” activities). Theoretically, Archeology could earn you cool items, but at launch it did so in a maddeningly tedious fashion.

Archaeology gets you all too familiar with this little gizmo.

Raiding as Usual

My guild fell apart at the end of LK and my new one consisted of mostly casual players, so I didn’t raid much at all during Cataclysm. I suffered from near burnout and never mustered the energy to try pugging anything or finding a raiding guild.

About a month after the expansion shipped I ran out of any way to progress my character without raiding. So I stopped playing.

Trolls again?

A few months in, Blizzard added two new 5 man dungeons with better gear. But I’d seen them both before: the troll raids Zul’Gurub and Zul’Aman, just repurposed as 5 man dungeons. I tried a couple of times to run them, but they suffered from the same problem (as the Heroics) of pug wipes.

I stopped playing one more time.

Zul'Gurub

The return of the trolls: Zul’Gurub!

Molten Front

Blizzard tried again with the Molten Front, a new raid (I didn’t try it) and a daily quest hub and reputation. I ground out rep for a week or two and grew bored.

I stopped again, and didn’t return until Pandaria.

Molten front

Burn your eyes out on the bland looking Molten Front

Gone for Good?

Without a raiding guild, the majority of endgame progression was unavailable. Sure, I could have continued mindlessly running the same dungeons to gather valor points, but what was the point of getting new better gear if I wasn’t facing any new encounters? I just didn’t feel motivated. This time around, I didn’t bother with alts, the boring 80-85 zones put me off.

Late in the expansion, Blizzard introduced the Raid Finder, an attempt to do for raids what the Dungeon Finder did for dungeons. I never tried it out, but it’s possible, probable even that had this been around at Cataclysm launch, I would have played longer and had more to do.

But as it was, Cataclysm suffered from a diffuse focus spread throughout the world, frustrating Heroic pugs, over homogenization, and a general lack of newness. Had I played too long? Or was it the content itself?

I assumed it was me… until Mists of Pandaria…

 

WOW Endgame series: Vanilla, Burning Crusade, Lich King, Cataclysm, and Pandaria.
or read about Mists of Pandaria leveling.
Latest hot post: Reaper of Souls Analysis!
If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the video game post depot
or win Crash & Jak giveaways!

Deathwing

Deathwing lunches on a tasty tower

Related posts:

  1. WOW Endgames – Burning Crusade
  2. WOW Endgames – Lich King
  3. WOW Endgames – Vanilla
  4. Mists of Pandaria Leveling
  5. Expansion of the WOW Factor
By: agavin
Comments (19)
Posted in: Games
Tagged as: Blizzard Entertainment, Cataclysm, Video Games, Warcraft, World of Warcraft, World of Warcraft: Cataclysm

World of Warcraft 8th Anniversary

Nov20

Blizzard released this cool 8 year anniversary video, which is sort of a walk down memory lane. Given that I’ve been writing up my giant endgame comparison post series, I thought it apropos.

[youtube http://www.youtube.com/watch?feature=player_embedded&v=jqBkUqOMacA]

WOW Endgame series: Vanilla, Burning Crusade, Lich King, Cataclysm, and Pandaria.
or read about Mists of Pandaria leveling.
Latest hot post: Reaper of Souls Analysis!
If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the video game post depot
or win Crash & Jak giveaways!

Related posts:

  1. Game of Thrones – Season 2 Episode 1 Clips
  2. Game of Thrones – Iceland
  3. Game of Thrones – The Houses
  4. Diablo 3 – Commercial
  5. George R. R. Martin, Write Like the Wind
By: agavin
Comments (4)
Posted in: Games
Tagged as: Blizzard Entertainment, Massively multiplayer online game, World of Warcraft

WOW Endgames – Lich King

Nov14
Wrath of the Lich King Collector's Edition

The collector’s edition box

…continued from my coverage of the WOW Burning Crusade endgame.

The months leading up to the launch of Wrath of the Lich King were very exciting for me. First of all, my son was about to be born — in fact, he was scheduled to arrive just days after LK! And on a WOW front, Blizzard pushed the 3.0.x series of patches 4-6 weeks in advance of the expansion itself.

Before Heading North

Patch 3.0.x introduced the most sweeping changes of any infrastructure patch yet — and a lot of it was content of a sort. We got the usual full reworking of the classes and talent trees. This didn’t itself add any content, but yet it did. One consequence was a substantial increase in average dps output. All of a sudden, impossible raid bosses were now difficult… but doable. Our guild, which previously could kill Arche and Illidan on a good night, starting trouncing them and moving through Sunwell.

Over Achiever

Just as significant, was the brand new achievement system. Blizzard hardly invented achievements, but in their usual fashion, took what other did and did it better. The WOW achievement system launched with an overwhelming array of achievements and meta-achievements (more than 500). These didn’t give you any in-game advantage, but they sure felt cool and opened up fun vanity awards such as pets, mounts, and titles.

Even before LK itself shipped, I spent countless hours grinding out certainly achievement types. I’m a completist (i.e. type A) and I thought I’d knocked off almost every quest in Azeroth. Well, it still took me about three weeks to complete the Azeroth and Outland sections of Loremaster (an achievement and title awarded for doing every quest in the game).

The patch also moved pets, mounts, and currencies into new interface tabs. This opened up a lot of bag space and made it reasonable to invest heavily in collecting the cute little beasties. I was already a bit of a pet collector, but in the month or so before LK went nuts with grinding out every cool pet I could. Unless the grind was particularly horrific (Hyacinth Macaw), I got it. This included rarities like the Black Tabby Cat and Disgusting Oozeling. I always had the most pets of anyone I knew.

One of the great things about the achievement system was that it opened up countless different avenues of time investiture to choose from. I worked on questing, dungeons, seasonal events, and pets. Others might have worked on PVP, reputation, or whatever. Every aspect of the game was covered and it brought new life into many of them.

WOW Achievements

Holiday Fun

Patch 3.0.x shipped during the busy WOW holiday season that includes Brew Fest, Hallows Eve, Winter’s Veil etc. In the Vanilla period, I treated holidays as curious decoration. A few minutes doing the Winter’s Veil chains in 2005 showed them to yield… pretty much nothing and that was the last of it.

During Burning Crusade, Blizzard introduced the first holiday boss, the Headless Horseman.  Not only was he a fun new boss, but he dropped a bit of epic loot. Serious toons like my Warlock had much better gear anyway, but he was great for grabbing a good ring for your alt. He was so popular that the Dire Brew boss, Ahune, and the Valentine’s boss soon followed.

But achievements took the holidays to a new level. They provided a road map of weird activities during each holiday. And if you did everything for the holiday, you got a title. And, even better, if you did everything for every holiday (which took a year) you could earn a 310% speed special purple dragon mount! At the time, these fast mounts were very hard to come by. Usually only the most hardcore raiders could hope to earn one.

So that Halloween I tried (successfully) to finish the holiday meta, which was in those days pretty f**king stressful. Blizzard has since made them much easier, but that first year there were some achievements that required a lot of luck and a lot of grinding. To maximize your odds, you had to really knock everything out as soon as you could during the holiday in case there was some troublesome random number based task. Also, at the beginning of the holiday, the crowds generally made most things easier. And there were some serious crowds. The holidays were never too popular before, but the rush to earn the achievements brought out a serious frenzy of players.

The Headless Horseman

The Headless Horseman: Holiday boss extroidnaire

The Big Day

Burning Crusade was so cool that I was very excited for Lich King. Plus, the trailer was badass. I even waited outside at midnight to buy my pre-ordered Collector’s Edition. This was the last time I bothered. I still got CEs (for the pets) but I just ordered them from Amazon and waited the extra 12 hours.

http://www.youtube.com/watch?v=eMRhnC4-QGQ

I bought a new Macbook Pro a couple weeks before just to make sure I could play in the hospital with my tired wife and freshly minted son. This actually worked pretty well, newborns sleep a lot. 🙂

Heroic Faceroll

Anyway: the endgame.

Historically, dungeons made up the bulk of early endgame play. I dinged level 80 and some guildies invited me into a Heroic. Yeah, that’s right. No keys. No attunement. No grinding to Revered reputation. Just hop right in… and crush the dungeon in 20-30 minutes!

Huh? Not only were dungeons short, which was obvious even while leveling, but even the Heroics were incredibly easy. I never ran a single level 80 non-heroic instance. There was no need. Your quest gear would easily carry you in Heroics, and the rewards were much better. Better gear, more rep, and more badges (more on that later). Crowd control was completely useless. Pats? Who cares? The tank just grabbed a pile of mobs, you nuked them down, repeat.

A few specific fights were kinda hard at the beginning of the expansion: Skadi in Utgrade Pinnacle, and the final bosses of Oculus and Halls of Lightning. As a consequence, those last two were the least popular instances.

For those that liked a challenge, every dungeon had 2-4 funky achievements that involved weird ways of beating bosses. Some were quite hard and almost all required a group that played together regularly. Getting all these achievements earned you a cool mount and provided quite a time sink for the dedicated few.

Badges for Everyone

LK took the badge system developed in BC to a whole new level. It introduced two (soon to grow to four, then six) badge currencies for PVE alone. Badges of Heroism came from 5 man Heroics and 10 man raids and Badges of Valor from 25 man raids. Both allowed the purchase of good endgame gear. The lower currency epics were the same grade as the heroic epics. The better currency similar to the first tier of 25 man raiding.

In practice, this meant that you wanted lots and lots of badges at first. For several weeks, even Heroism badges were useful. Soon enough, at least for classes with damage only specs, you wouldn’t need those so much (except maybe for the new Heirloom gear). But Valor badges, you could always use those. And even the heroics let you earn two of those a day by running the “daily dungeon.”

All of this meant that it was advantageous to run 5 man dungeons long after you needed anything the dungeons themselves dropped. As they were easy to begin with and most players out-geared them rapidly, they became mindless zergs (see below).

WOW currency tab

The currency tab: have a few badge types!

Rep Hubs & Tabards

LK gave us more reputations than ever. Most zones had one. Some of these had small clusters of repetitive daily quests you could use to grind to exalted.  Those with quests mostly yielded cosmetic or profession benefits. The grinds were fairly short, usually around 2 weeks.

While in BC each dungeon yielded a specific rep, LK instituted tabards that allowed you to earn the rep of your choice while running Heroics. This meant that it was only a matter of time before you brought all tabard reps to exalted, but usually, by the time it happened, you didn’t need much they had to offer. Each rep did have an epic or two, and so the first couple were useful, particularly if they had dailies to speed up the process.

Professions, both of the crafting sort and the basic cooking and fishing, usually each got a single daily quest. Instead of having recipes drop all over the world randomly, the were usually sold by the profession vendor in exchange for a new currency given by the profession daily. So, for cooking, you ran your quick little daily, and every couple of days, bought a new recipe. This all made it easier and more predictable to collect your patterns, but it also took most of the excitement out of the process.

Overall, after about a month, you were done with the dailies (other than the daily dungeon).

WOW Oracles hub

The “hub” (or home town) of the Oracles faction

Even Raids can be Easy

At launch, LK was a little shy on raid content. It gave us two single boss raids: Obsidian Sanctum and Eye of Eternity and one big one. Naxxramas 2.0 had 15 bosses!

These three raids could be run either in 10 man or 25 man configurations. You could run both each week if you liked. I was never much for 10 man because the loot was considerably worse and they dropped the lower badge type (which I always had in excess). 10 man was a bit easier for most fights. OS was very easy normally (there was a progressive way to make it harder) and The Eye was harder, but not too hard. Both were short.

Even Naxx was tuned way easier than previous raids. But it was long. At this stage, Naxx 25 held a lot of good gear, but it quickly became quite a slog, particularly if you ran BOTH the 10 man and 25 man versions. It only took our guild about a month to have it on farm (where every boss died every week). Long before the next raid tier launched, we were pretty darn sick of Naxx. The revised Vanilla design was still excellent, and few players had seen the instance the first time around, but still, it felt a little lazy. Even the gear looked the same (although it was updated for level 80)!

The clever achievements did add a little fun. Title based ones like “The Undying” (where you cleared Naxx without any deaths) were very popular among the skilled.

Naxxramas

Naxxramas 2.0: back for more ghoulish fun

PVP backburner

In BC, although tedious, PVP was a good way to progress your PVE game. LK saw the introduction of gear that was so heavily slanted toward PVP as to be nearly useless in PVE (compared to easy to get badge gear). This, combined with crazy battleground fatigue from BC, insured I never ran a battleground during the whole of LK (except for a few holiday achievements).

One exception was Wintergrasp, the new world PVP zone. Now, I couldn’t have cared less about WG itself, and found it pretty boring. But it was useful to run it occasionally so as to be in the right place at the right time to catch a group for the new PVP raid instance. This dungeon, located under WG keep, was available to the faction that most recently won the zone and contained at first one, then with each new tier, more raid bosses. These bosses were very easy, trivial to PUG, and dropped a mix of PVE and PVP gear, including the pants and gloves from each tier!

Getting lucky here was an easy way to save badges or DKP (Dragon Kill Points used to partition guild loot).

Archavon

Archavon: PVP/PVE loot piñata waiting for the slaughter

3 Drakes, Ulduar and crazy hard modes

The early raids were easy by design. Blizzard wanted a wider range of players to experience the raiding content. But OS had an unusual mechanic for making it harder. You could kill Sartharion’s 3 drakes before the boss, and take him down easy, or you could leave up one, two, or three drakes. For each extra drake you fought at the same time as the boss, the loot was better. This itself didn’t make much of a gearing difference, but if you killed him with all three drakes up (3D) you got an elitist title and a chance at a cool specialty mount.

In the spring of 2009, when the next big raid, Ulduar, shipped, it took hard modes a step further. Ulduar was another giant raid with 14 bosses. It was long, involved, and pretty hard even normally. At least, the last third was. Some people loved it. I thought it was too big and took too long. And I really wasn’t a fan of the first boss’s tedious vehicle mechanic. A few of the bosses also had unusual “hard modes” like OS where you could trigger a different, much much harder fight. We attempted these a number of times but our guild only really managed hard modes on Flame Leviathan and XT-002. The hard modes dropped gear a half tier better.

If you more or less did all of these hard modes you could open up Algalon, and extra boss who was really cool, and really really hard. You only had an hour a week to fight him too, but killing him awarded a highly prestigious title.

mimiron

Ulduar was home to some crazy-ass fights

Badge Inflation

During the LK period, Blizzard experimented with the badge system. At first, you had to manually loot your badges off bosses. It was easy to forget, and so they then added an “auto loot” that forced them into your bag. This worked, but was buggy and often caused server instabilities. Later, they moved the badges from your bags into a special currency section and added a system by which they would be automatically credited as soon as the boss was downed. This included a system to issue rewards when the final boss of a dungeon was cleared.

Additionally, as each successive raiding tier was released, it became necessary to make available new currencies. Players would have accumulated surplus badges in the older tiers, and to keep things fair they introduced new pairs of currencies (one for dungeons and 10 man and one for 25 man). Limited means of down converting newer currencies into older ones were experimented with. By the end of the expansion this became an unwieldy collection of 6-8 different badge currencies just for LK, so while the basic scheme was to be retained in Cataclysm, some cleanups were in order.

Overall, the badge system did remove some of the frustration inherent in the random nature of dropped loot. It helped you make steady progress regardless of your raiding situation. In the Vanilla/BC days this had been vastly more susceptible to your spec and how often your guild ran farm content. If you played an “easy to gear” spec like Holy Paladin (who has healing plate all to itself) previous tier or farm instances would literally shower you with loot. In the days when a Holy Pally could heal effectively in any armor type, you could passably gear one in just a run or two of a big instance like Kara or Naxx if other healers didn’t need the loot.

Another Hub

Summer saw another interim patch with a new rep, a new daily quest hub, a new 5 man, a revised level 80 version of Ony, and a new mid-sized raid. Grinding the rep mostly got you cosmetic gains again, but the new 5 man was useful in gearing alts as it dropped entry level epics very easily. Both the 5 man and the raid were lazy designs and took place inside the same basic arena map. You fought a series of bosses with no trash.

Lazy and uninspired as this was, it was efficient gearing wise.

10 + 25 + heroic 10 + heroic 25 = Burnout

The raid, Trial of the Crusader, had 5 bosses and could be run in 30-40 minutes. Blizzard tried something new with raid difficulty variations. TOC had 4 modes: 10 man, 25 man, 10 man heroic, and 25 man heroic. You could run all four modes every week! Because of the complex array of gear levels in Ulduar (10 man, 25 man, and their respective hard modes ranged from 213 – 239) there was rapid gear inflation going into TOC. 10 man was 232, 10 man heroic and 25 man 245, and 25 man heroic 258.

This all meant that almost anything from TOC was better than Ulduar (and of course Naxx and the like). 25 man regular was pretty easy and its 245 stuff was even better than Algalon loot. The place was fast and pretty easy. 10 man heroic wasn’t even THAT hard once you had 25 man gear. 25 man heroic was pretty hard, but not crazy.

All in all, a total loot fest that invalidated all the previous LK raiding content. It was also mind numbing because there was incentive to run it on 3-4 modes per week. Sometimes I’d run all four in one day, then switch over to an alt and run a few more! Everyone was very rapidly and totally burned out on the place. Good thing there wasn’t any trash.

Trial of the Crusader bosses

Trial of the Crusader: all bosses, all the time, four times a week!

Ice Crown Patch, Magister’s Terrace redux

The penultimate major patch of LK introduced a lot of content. The giant Ice Crown Citadel raid opened along with three new 5 man dungeons. These followed the model set by the Isle of Quel’Danas in BC and were both more difficult and dropped far better loot. In fact, they dropped 232 in Heroic, which was equivalent to TOC 10 man. This continued to devalue loot from the original dungeons and first two tiers of raiding (Naxx and Uld). You could gear new tunes very quickly and effectively in 232 and 245 by a combination of these new dungeons and TOC farm runs.

Which prepared you well to run ICC for 258 and 264 loot. The first four bosses of ICC were very easy and the instance opened in waves. Average gear levels surged. Still, the middle and ending ICC bosses were not so easy and again separated out the solid and just average guilds. This gigantic instance was to be the main source of endgame raiding for the next year to come. The only exception was a one boss side raid that came in Spring of 2010. After a few months of endlessly repeating ICC many players moved on to alts or other games.

The creative hard modes of Ulduar must have required too much developer effort and constraint, so ICC retained the preselected Heroic mode like TOC, but Blizzard collapsed the normal and Heroic raid lockouts so you could run it at most twice on one character. This manual switch between difficulties is still the case today in Mists of Pandaria.

Icecrown Citadel

Icecrown Citadel looms in the background

Dual Spec

LK also introduced Dual Specialization. This continued Blizzard’s push toward quicker and easier by allowing your character to have two entirely different talent/action bar/glyph setups. This was most useful for tanks and healers as they could split between a raid and farming spec. Die hard PVP players could also split that way. For PVE only dps classes like my Warlock it was a nicety, but not essential. Still, it supported the varied play-style agenda that Blizzard had and has been pushing.

The Dungeon Finder

The ICC patch also brought one of the biggest changes to date: the dungeon finder. Previously, to run a 5 man dungeon, players had to assemble a group manually via global chat channels (idiotically confined to capital cities), all players came from the same server, and had to journey across the world to the instance. Once three arrived, it was possible to summon the other two.

The dungeon finder allowed players to queue for a category or specific instance and then instantly teleport into the dungeon together. It even drew from a pool of servers. In practice, this was nearly instant for tanks and healers and 10-15 minutes for dps. You could continue questing or dailies while waiting and you could replace players fairly quickly if one bailed. Afterward, you could teleport back to the exact spot you left.

Given that assembling a group required 1-2 hours of broadcasting in a capital city, this was enormously convenient. It meant that you could queue while playing, and then when ready, pop in, run a dungeon, and pop back with very little down time. But most players were from different servers and this meant that the incentive to stay with a problematic (or slightly problematic) group was very low. Gone was accountability, the sense that you would be branded lame by other players on the server. Gone was the camaraderie of making in-game friends during successful (and not so successful) runs. Server identity continued to erode.

wow dungeon finder

The dungeon finder

Zerg for all

The combination of factors introduced in LK led to the rise of “zerg dungeon farming”:

  1. Easier Heroic dungeons
  2. Badge rewards  from bosses
  3. Daily rewards making it valuable to run instances long after players outgeared the instances and their direct loot
  4. The dungeon finder allowed for rapid forming of runs

The net effect of all this was that late period LK dungeons became a sort of silent and hurried  race through the instance. In the typical run, the tank charged forward, grabbing mobs willy nilly while dps aoed them down and healers barely had to do anything. Boss mechanics became nearly irrelevant. Subtlety and strategy were abandoned.

Howling Fjord

Wrath had this dramatic Nordic vibe

Conclusion

By the end of Lich King, nearly all the major mechanics that Blizzard introduced during the course of WOW evolution had come into play: Badges, the dungeon finder, dailies, reputation hubs, tier acceleration, split difficulties (heroic and normal), split raid sizes (10 and 25), profession currencies, separate pvp/pve tracks, achievements, and more. This endgame toolbox allowed for a wide range of player activities and for fairly continuous rewards along many of them. It allowed for much of the player base to experience raid content and tried to avoid sudden progress blockages for different player types.

The general feel and flavor of Lich King was also fantastic, but there were problems. In the name of accessibility, the epic nature of many encounters was sorely eroded. Numerous difficulty and size tracks and long reuse of content led to fairly extreme burnout. Overgearing of instances watered down designs that were already fairly forgiving and removed any strategic play in dungeons (i.e. crowd control and the like). In the name of balance, loot and rewards became monotonous and chore-like. Raid content was too sparse and too easy to cover the two year expansion. More burnout ensued.

I liked the expansion, and I give Blizzard an A for effort. They aren’t afraid to experiment and try to move the game in a better direction, even if those changes sometimes have negative consequences. They are particularly willing to overhaul class mechanics again and again. Overall, the LK endgame gave you more to do than ever before.

We return to Azeroth for Cataclysm, where the back swing of the difficulty pendulum was to have interesting consequences…

WOW Endgame series: Vanilla, Burning Crusade, Lich King, Cataclysm, and Pandaria.
or read about Mists of Pandaria leveling.
Latest hot post: Reaper of Souls Analysis!
If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the video game post depot
or win Crash & Jak giveaways!

Related posts:

  1. WOW Endgames – Burning Crusade
  2. WOW Endgames – Vanilla
  3. Games, Novels, and Story
  4. Diablo 3 – Beta Preview
  5. Mists of Pandaria Leveling
By: agavin
Comments (13)
Posted in: Games
Tagged as: Arthas, Blizzard, Lich King, pt_wow_endgame, Video game, World of Warcraft, World of Warcraft: Wrath of the Lich King, Wrath of the Lich King

WOW Endgames – Burning Crusade

Nov07
The Burning Crusade box

The original cover

…continued from my coverage of the WOW Vanilla endgame.

In January of 2007, Blizzard launched The Burning Crusade, the first of four expansions to World of Warcraft and completely overhauled the endgame. In the race from level 60 to 70, any advantage gained by level 60 raiders was quickly swamped out.

Vanilla introduced the core World of Warcraft gameplay: questing, dungeons, pvp, and raids, but The Burning Crusade (BC) began a long process of inventing and refining new mechanics that doled out rewards for these activities. Most innovations were introduced during the BC and Lich King periods, and the newest two expansions (Cataclysm and Pandaria) have mostly tuned those mechanics. BC represented a lot of innovation, beginning one way (closer to Vanilla) and ending another.

It’s all about the numbers

BC saw radical changes with regard to party size. Ignoring UBRS, Vanilla finished up with a 5, 20, 40 scheme. This meant that dungeons were 5 man, smaller raids 20 man, and big raids 40. BC dropped the odd “big dungeons” (like UBRS) and moved to 5, 10, 25. Dungeons didn’t change, but the small raids moved to 10 man and the big raids to 25. Unlike today, each raid was designed for one size. At launch, there a single “intro raid”: Karazhan and four “big” raids. Two were 1-2 boss raids (Gruul’s Lair and Magtheridon) and two were bigger progression instances (Serpentshrine Cavern and Tempest Keep). 40 man groups persisted vestigially for ad hoc and battleground PVP.

The intent of the shrinking group was to make it easier for guilds to get a raid together. With 10 man, this was successful. 10 man raids had enough people for two tank mechanics and specialized roles, but were easy to recruit and coordinate. I’m not sure the 40 to 25 shift was as productive. 25 man raids were only moderately easier to organize than 40 and certainly felt less epic. On the other hand, Vanilla 40 mans allowed single players to screw up and slip through the cracks. In BC 25 mans, everyone counted.

Questing

BC shipped with 7 big new zones, a new capital city, two new races, and a ton of quests. By the time I hit level 70, I still had two full zones left. However, like Vanilla, the motivation to finish wasn’t extremely high. You got gold and a few decent blues, but it was a lot of work, and there were numerous annoying 5 man quests. The main reason to finish was to open up the complex network of key chains required to raid (more on this later).

Questing in general was a lot better organized. The basic principle of smaller quest hubs located near their objectives was established. There were few long postal quests like in Vanilla. Dungeon quests remained interwoven with long zone based quest chains. This usually meant, like Vanilla, that during leveling you had not opened up the proper chains for many dungeons. Often these lengthy chains that wound in and out of the many dungeons had to be completed at 70.

The Black Gate

The gateway between Outland and Azeroth

Split Reputation

Reputation in BC moved from the sidelines to front and center. Each dungeon group had one (or two) associated new reps and each rep gained a more meaningful vendor. The rewards, pathetic in Vanilla, became merely okay, and in the case of a few later reps actually good. Several of the reps gated the acquisition of vital items and buffs. The specifics varied by class and spec, but generally it was necessary to run most reputations to revered, particularly since entry into the new heroic difficulty dungeons also required revered reputation with each dungeon’s specific rep (more on that later). Reputation was earned in two ways: by running dungeons specific to the reputation or by grinding annoying drops.

In BC, reaching honored was generally trivial, revered a modest effort, and exalted painful but perhaps 10 times easier than the excruciating final march found in Vanilla. The original design found in Vanilla and early BC was that not only did the amount of rep needed for each rank double, but the ways you could earn it diminished. Midway in BC Blizzard reversed the latter and opened up increasing earning potential at higher levels. A tremendous improvement.

Important to all classes were two new city reputations (Scryer and Aldor). Blizzard experimented with providing the player with a choice between two similar reps. Both gated important buffs and resistance gear. Any serious raider needed to reach exalted and that required killing thousands of specific mobs to collect rep drops (or you could buy them on the auction house). Since this was the last time the designers tried this “choice of rep”, I can assume it was a failure. It added color, but ultimately was a lot of developer work for what didn’t amount to much variety.

Normal Dungeons

Dungeons remained a major source of loot and were necessary to armor yourself in dungeon blues for entry raiding. Blizzard shortened up the dungeons — slightly. Nothing in BC was as big and as long as the gigantic Blackrock dungeons. Still, some of them were still quite long, like Shadow Labs. Normal dungeons were difficult in questing gear and some dungeons like Shattered Halls, Shadow Labs, and Black Morass had high wipe rates. They required careful crowd control and care. There was more need for players to understand the boss mechanics than in Vanilla. A few dungeons proved unpopular and were infrequently run.

But they were, for the most part, challenging and fun.

Keymasters wanted

When BC shipped, instance attunement was famously complex. Every raid, heroic dungeon, and the more difficult normal dungeons all had separate and involved key requirements that wound their way through previous content. Some of this content was quite difficult and unpopular and basically made it so that only players in well organized guilds could easily complete the chains. In these guilds, players were willing to run otherwise pointless dungeons and raids merely to help others finish their keys. Without this, gathering a pickup group for difficult content could be extremely frustrating.

Later in BC, the designers removed the key requirements. Most people seemed to feel this was an entirely good thing and Blizzard never again gated instances with much in the way of achievement based requirements (although the current ilevel gating could be considered a dumbed down form of key). However, I miss the key quests. True, the ones in BC were often too long and too difficult, particularly the Naruu and A’dal chains, but they gave you long term goals and filtered out less capable players.

I my opinion, the Karazhan (intro raid) key chain was perfect. It required running several normal dungeons but could easily be accomplished in a day or two. The Naruu chain, where you had to defeat Mag (an unpopular 25 man boss) and several brutal heroic dungeons was another matter entirely.

Burning Crusade Raid Atunement

Vanilla and BC key requirements

Kara is King

It was never clear if Blizzard intended players geared from normal dungeons to move straight to heroic dungeons or the intro 10 man raid, Karazhan. In practice, Kara was much more appealing. It offered vastly better rewards and was much less frustrating.

Karazhan is also my favorite instance in all WOW — and I reached exalted with the Violet Eye (Kara’s rep) on three characters.

Kara was a big place. It had 12 bosses (some optional) and a post corn roast buttload of trash. It was also incredibly cool with a fantastic score and ghostly gothic atmosphere. The bosses each had distinct and memorable mechanics. The complex encounter design that had been born in Vanilla‘s Naxx was repurposed in a more approachable manner. There were actually even more than 12 bosses because the opera event was really 3, one chosen at random each week, same in the Servant’s Quarters (even if it’s rewards were so lame that no one ran it).

For loot, Kara contained something for everyone. Its gear was a step up from the dungeon blues and better than the early heroic and badge epics (see below). It held the tokens for the tier gloves and helm and dropped matched gear for every slot and every spec in the game. At two epics per boss, it dropped upwards of 20 items per run for 10 players. A lot of loot. By late autumn of 2007 Kara was a juicy plumb of a loot piñata for new 70s.

But in the beginning, it was too hard, and the loot a little too weak. Early groups moving into Kara soon after launch experienced a serious shock. Kara wasn’t exactly a gear check. You could do it in blues, but beyond the first boss, it required that you understand the mechanics. For raiders forced in the hellfires of Blackwing Lair, AQ40, and Naxx, it was a cakewalk. For normal players, used to tank and spank, it was a serious challenge. Over several months, Blizzard nerfed the bosses, trimmed back the exhausting trash, buffed the loot, and players learned the encounters.

The 10 man “entry raid” concept was so successful that mid expansion Blizzard added a second one, the troll themed Zul’Aman.

karazhan

The wizard Medivh’s spooky abode

Tier Tokens

BC introduced the concept of the tier token (actually AQ40 and Naxx had experimented in this direction, but that was only for the 1%). In Vanilla, bosses dropped a particular tier item, like Ony and the Tier 2 helm, and they dropped them for a specific class. This barely worked with 40 players, but in 10 man raids it would have been a total failure. Nothing is more frustrating than seeing a bunch of druid helms when there isn’t even a druid in the party!

So we got the token, which could be exchanged for a specific piece of gear, say the Tier 4 helm. Usually three classes shared a token, so say priests, warlocks, and paladins. This meant it was likely someone could use it. The token could be converted to any spec’s gear, say holy, prot, or ret for paladins.

Heroics and badges

Far less successful, were the heroics. The idea itself was brilliant. Since leveling dungeons don’t get a lot of mileage, provide two tunings of each BC dungeon: normal and heroic. The heroic was intended to be level 70 exclusive and quite difficult. In practice, the heroics were VERY hard, required revered reputation, and provided sub-par rewards. However, it’s worth noting that their badge system was to evolve into one of the cornerstones of WOW endgame progression.

Heroics dropped mostly blue gear. Only the final boss would drop an epic, and there were very few of these, covering only a fraction of the gear slots and specs. The epics were also lame, barely (and sometimes not) better than the blues. The bosses also dropped “badges” that could be redeemed for epic gear. Again, brilliant idea, poor tuning. Heroic runs earned 3-6 badges. Gear cost 40-80. The gear was the same lame ilevel as the end boss heroic gear, and there weren’t very many items.

Heroics were also very hard. Some, like Shadow Labs or Shattered Halls were REALLY long or really hard. They were hard to recruit for and even harder to run. In the early days, before the badge gear was expanded, they weren’t worth it.

PVP was the new black

I’m a PVE player. I never cared that much about PVP itself. But during the first year of BC the easiest way to gear your PVE character was to PVP. Before the removal of the Tier 6 key requirements, you could get post Kara gear only from the 25 man Tier 5 raids. These were pretty hard and even in a raiding guild it was several weeks between items. The summer 2007 PVP set was competitive with T5 and the fall one better. Half of it could be bought for honor, the other half for arena points.

And honor came from battlegrounds. So you played them. And played them. And played them some more. This was easy, predictable, and boring. I used to PVP on the laptop while watching TV. You wanted to grind for 5-10 hours a week. Basically, I consider this a design failure. It got me into battlegrounds, and for a while I cared, but eventually I’d just run AV endlessly, barely paying attention.

Even losers win

During the 2007 seasons, arena was the secret sauce and 3 vs 3 the sweet spot. A casual 3 vs 3 team could spend an hour a week, lose half its matches, and still earn enough arena points to buy amazing gear every other week. This was the best time investment to gear ratio in the entire game by an order of magnitude. Eventually, Blizzard caught on and required fairly high ratings to buy the best pieces. Still, it paid to arena to get the others. With Lich King, they changed the gear balance to make PVP gear fairly useless in PVE, but for a while, it was a solid progression option.

New Daily Hubs

During the course of the expansion, Blizzard introduced a number of ideas to add endgame content and mitigate the varied time investment of the player base. As I discussed in my Vanilla article, difficulty and time investment were used as the gateway to many rewards. It turned out, you could do the same thing for quests that you did for raid gear: limit them by real time as opposed to time investment.

And so the daily was born: A quest that you can do once per day. Dailies allow grinds to be limited by real time instead of time invested. If you can only earn reputation by completing 5 daily quests worth a total of 1000 points, you can only earn 1000 a day. One of the first uses of the daily concept was the “daily dungeon.” Here, one random dungeon was chosen each day. Running it rewarded extra badges. This actually solved two problems. Besides gating badge earning, it concentrated player energy on that specific instance for the day and made it easier to find a group.

The spring of 2007 brought a trio of reputation based daily quest hubs. These player time sink centers allowed you to pick up 5-8 quests per day and turn them in for reputation. Things were calibrated so that a 1-2 hour a day investment for 2-3 weeks would bring you to exalted in any one of the hubs. Blizzard didn’t trust the new mechanic and these first hubs were mostly cosmetic. I did the Netherwing chain where you earned a cool flying dragon. The grind was significant but fair. You could do it but it was enough work that you felt you achieved something. The evolving mix of quests was also pretty cool (the bootarang quest is one of WOW’s greatest).

Like the badges, this idea was initially underutilized but destined to become a cornerstone.

Unlocking the Gates

During early BC, my guild endlessly ran Kara and Gruul. Entry into the T5 raids required that the entire guild earn the “Champion of the Naruu” title by killing Magtheridon and running a bunch of heroics. No one liked Mag and our guild was too disorganized to get everyone through the heroics. This effectively kept us artificially “stuck” in T4 gear and unable to progress into T5.

Eventually, Blizzard just dropped the key requirement to Serpentshrine and Tempest Keep (and later to Black Temple and Hyjal). This was a drastic solution, although effective enough. However, in my opinion, the real mistake was the nature and difficulty of the keys, not their existence. Key quests added flavor and excitement to the endgame, but they needed to be doable without a great deal of punishing runs. Merely requiring 10 of 25 in the raid to have killed Gruul for entry into SSC/TK would have been fine.

A similar problem existed with the T6 raids (Black Temple and Hyjal). Their key quest was truly epic. Besides some heroics, you had to collect something from both Vashj and Kael. These bosses, the final ones in both SSC and TK, were serious raid checks. Both encounters were multi-staged and required that everyone in the raid know and execute on their role. While cool encounters, it was very rare that guilds wanted to take down these bosses after getting into T5, as the burden of training new people on them was too high.

Still, earning “Hand of A’dal” (killing both Vashj & Kael), was one of the proudest moments of my WOW career.

illidan stormrage

I used to tank Ilidan on my warlock

ZA and Vanity Wins

In Vanilla, Blizzard introduced plenty of additional content as the endgame progressed, however very little of this helped the more casual player progress their gear level and make any additional progress in the difficult raids. These remained the providence of exclusive raiding guilds. In BC this changed.

First, they introduced ZA, a new 10 man “easier” raid along the Kara model. This offered gear somewhere between the T4 and T5 level. It was easier than T5 and only required 10 people so it helped players and guilds gear to make better progression in T5 and T6. Also, ZA introduced a number of interesting new concepts designed at rewarding better players. The faster you ran it, the more loot dropped. But more importantly, if you ran it really fast, you got a single “Amani War Bear” mount for someone in the group. This became a major status symbol, particularly as Blizzard removed the ability to win the mount when Lich King shipped.

In my opinion, some of the features of ZA paved the way for both the achievements and raiding heroic modes that were to become the hallmark of endgame experimentation in Lich King.

Daily hub and more epic 5 mans

With the final major content push of BC, Blizzard introduced not only a new major raid (Sunwell, the last crazy hard normal raid in WOW history) but a whole island of content. There was a great new 5 man dungeon at both a higher level of difficulty, better design, and with better epic loot. Plus there was a new reputation centered around a quest hub of daily quests. This took the daily concept begun with the more casual hubs and brought it to the next level. The dungeon tied into the same rep and keyed from it, plus the rep vendor actually offered valuable epic upgrades both as normal gear and as profession recipes.

The model of the Isle of Quel’Danas was to set the mould for what was to come. Plus, unlike in Vanilla, this patch offered less hard core raiders a shot at “easier” gear equivalent to T5 and T6. One of the effects of this was to enable progression of guilds (like mine) that didn’t really have the skill to handle Black Temple and Hyjal in pure T5 gear. This ties into one of the most important trends discussed below.

The Isle of Quel'danas

The Isle of Quel’danas

Currency to provide progression (expanding tokens to all raids)

The initial badge system sucked. As I said before, the badges were only earned in annoying heroics and the rewards bit. With the launch of Qel’Danas, this all changed.

Suddenly, you could get badges not just in heroics, and bonuses for daily heroics, but every raid boss dropped a pair, including the ones in ZA and Kara. The already popular Kara became a total badge fest at  23 a week! Even the hardest core raiders pounded it out making it easier for the rest of us. Why? Because the new badge vendor on the Isle sold T6 quality gear. Sure, some at steep prices like 250 badges, but the gear was fantastic. This meant that if you raided, and ran a Kara/ZA, and some heroics, like a daily or the ever popular Heroic Mechanar (because it was the easiest and shortest heroic), you could bank 50-70 badges a week.

New best in slot items every two weeks or so. One way or another, the badge system (now the point system) has been a major part of WOW ever since. I’ll discuss later how it evolved over the course of Lich King, where it was to see a lot of experimentation, but Blizzard had hit on something. The badge system meant that running instances where you needed no loot, or were unlucky and got no loot, wasn’t a total waste of time. When you accumulated enough badges, you could buy something you really did need. Regulating the rate of badge acquisition would be a major design challenge, but the concept was brilliant. Vanilla and early BC were filled with a lot of play sessions that left you feeling cheated, hours invested and nothing gained. Badges changed (or at least mitigated) that.

You are not prepared!

It’s worth noting that the final raid, Sunwell Plateau, retained the traditional Vanilla/BC elitist only model. Some regard this as the best raid Blizzard ever produced, but few saw it. Our guild only downed the first two bosses, and we considered ourselves pretty elite to be killing anything in there. It was hard, really f**cking brutally hard, and nothing about the new gearing systems changed that. Meeting the final boss of the expansion, Kil’Jaeden, was something only the most dedicated and skilled could be expected to do.

Archimonde

It took us 6 weeks to vanquish Archimonde

Heading toward normalization

BC began and extended a trend which was to continue through Lich King and Cataclysm: Normalization.

In Vanilla, a lot of differences existed between classes and faction. The Alliance had Paladins and the Horde Shamans. BC took this away and gave both factions the same classes. Because of both PVE balance and largely because of arena, Blizzard worked very hard to normalize the classes and specs. There was a significant effort to make every spec viable. In Vanilla, raiding Druids and Shamans healed. Tanks were all Warriors. BC saw the rise of the Pally and Bear tank. Not only that, it became part of the design to make even healing specs viable in arena and for solo (i.e. daily) play.

In Vanilla/early BC, healing gear was healing only and healing specs couldn’t dps worth a damn. Healers were forced to spec back and forth in order to grind materials or run dailies. Blizzard made a number of incremental moves to change this, first making “plus healing” provide partial damage and then merging “plus spell” and “plus healing” into one stat. The amount of gear was reduced, with a lot of healing and dps gear merged. There was some effort to provide specialized bear tanking gear and other rare specs.

Another aspect of normalization was a decreased emphasis on quests and content that could only be experienced by a few. Blizzard built less and less specific class quests in BC and onward. Still, BC had a few great ones like the Druid flying form quest chain.

Hybrid Vigor

Making most specs viable changed the relative value of the hybrid. In the Vanilla design, hybrids (druids, shamans, paladins) were supposed to be more versatile but a little worse than the dedicated classes. As each spec was brought into parity, the “option” of being healer/dps or healer/tank/dps became more and more valuable. My main has always been a Warlock and we dedicated damage classes became less popular and less likely to be picked for raid.

Conclusion

In many ways, BC was my favorite endgame. It had some problems, particularly at the beginning. The difficult key quests and high degree of raid difficult meant that it “seemed” like there was too little raid content for mediocre guilds like mine (because T5 and beyond wasn’t accessible). The tuning on new systems like heroics and badges wasn’t right at the beginning.

Still, there was a lot to do, and the game felt more epic than ever. Compared to Vanilla, there was vastly more accessible content for the non-raider and the softcore raider alike. Things were generally much more balanced and mature than in Vanilla, if not quite as varied. There was a lot less wasted development effort (some of Vanilla‘s vast dungeons were barely ever played). It was possible for different levels of raiders (and even non-raiders) to make significant progress across the course of the expansion. PVP got some skill based  development (at top arena levels) and only remained “mostly” (as opposed to entirely) a grind.

Burning Crusade introduced, new and untuned, many of the systems that were to lead to the modern endgame. Lich King would more or less finish the job.

This saga continues as we head to the frozen north…

WOW Endgame series: Vanilla, Burning Crusade, Lich King, Cataclysm, and Pandaria.
or read about Mists of Pandaria leveling.
Latest hot post: Reaper of Souls Analysis!
If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the video game post depot
or win Crash & Jak giveaways!

Related posts:

  1. WOW Endgames – Vanilla
  2. Mists of Pandaria Leveling
  3. Diablo 3 – Beta Preview
  4. Expansion of the WOW Factor
By: agavin
Comments (9)
Posted in: Games
Tagged as: Blizzard Entertainment, Burning Crusade, Games, Massive Multiplayer Online, pt_wow_endgame, Roleplaying, Video Games, World of Warcraft, World Of Warcraft Burning Crusade

WOW Endgames – Vanilla

Oct29

The original boxes

In this detailed post series, I discuss the evolution of the five World of Warcraft endgames from both a player and game design perspective.

Why Endgames – and a bit on leveling

For the most part, leveling a character in Vanilla World of Warcraft wasn’t too different than in most single player RPGs. Sure, helpful or hurtful players sped up or slowed down your leveling rate, but you rarely required others. Dungeons were an exception, as these always required five players, but you didn’t need dungeons to keep leveling. In fact, while the dungeon blue gear was much better than the typical leveling gear, dungeons slowed you down. The XP was split among players and the two hours it took to assemble a party and the frequent wipes made them inefficient. In those early days, experience came from only two sources: killing monsters and quests. Everything was slow compared to where it is now. Quests were far apart. Mounts came at level 40. Flight points were rare.

It took me approximately 400 hours to level my Warlock from 1 to 60. It felt epic. I never looked at a guide, or searched the web, but took the game as it came. Aside from the occasional frustration, progress was slow but steady. Things were tuned much harder back then and catching a second (or, God forbid, a third) add (additional monster) could mean certain death. Graveyards were spread far apart. Sometimes it was even easy to get lost on the corpse run back to a dungeon (like Black Rock Depths).

But at 60, this steady rate of progress took a huge downshift. Why?

Even at launch, WOW was a big game. So big, that as a game creator my jaw dropped at the sheer number of zones, quests, mobs, items, dungeons, etc. Still, it took years to make. There is no possible way, no matter how much money Blizzard spent, that they could create leveling content at even close to the rate at which players could consume it.

So they had to slow you down and design “endgame” content that was slower to consume.

General Questing

Back in 2005, questing at 60 was a waste of time unless you merely loved the lore. Quests didn’t even award (meaningful) gold on turn in. They rarely earned reputation. They were pretty useless except for the obsessive. Without achievements, it was hard to judge how many you had even done.

Class Quests

One exception to this, and short lived, were class specific quest chains. Warlocks had class specific quests every 10 levels and at 60 could quest for a special demonic pet called the Doomguard and to earn a special epic (i..e. fast) mount. Both of these chains were fairly difficult and required help from others but occupied me for a few days as a new level 60. Too bad the Doomguard was — at that time — utterly useless (except for torturing newby Aliance) and the Dreadsteed cost a fortune in gold. Still, these were cool chains.

You needed 4 friends to help you get the “epic” Warlock mount!

Key Quests

In vanilla, most of the level 60 dungeons and the three early 40 man raids (Molten Core, Blackwing Lair, and Onyxia’s Lair) all required keys. As a brand new 60, I didn’t even understand what raiding was, so I’ll come back to that, but it took a bit of work to grind out all the quests needed to get the keys for Scholomance, Stratholme, UBRS, and Dire Maul. These often involved normal questing mixed with dungeon runs and had quest chains that strategically bounced back and forth between continents (adding 30 minutes of travel time to each leg). The UBRS chain was hard enough that despite the instance’s popularity owners of the key were few and far between (each group only needed one key holder).

5 Man Dungeons

For a short while, the five man dungeons represented a decent source of level 60 blue gear, which was much better than quest greens. Unfortunately, the return on investment was often very poor. Guild runs were great, but my guild was a tiny group of real life friends and rarely went. PUGs (Pick Up Groups of random players) were another matter entirely. In general, it took perhaps an hour or two to recruit a tank and healer and get them all to the desired dungeon. Then one of two things happened: 1) you spent about 2-3 hours making really solid process through the dungeon or 2) you spent 3-5 hours wiping constantly and eventually one or more people left and the monsters respawned.

In the first case, you had a great time and might even earn some needed loot or clear out a few difficult dungeon quests. In the second, you almost certainly wasted the time completely and spent a bunch of gold on repairs and materials. As you got more and more blue gear the odds of winning something you wanted declined. Combining this with the high odds of “option 2” in random PUGs meant that few players wanted to run level 60 dungeons with strangers.

Those of you who never played Vanilla or Burning Crusade may not really understand what the old five man dungeons were like for people in blue and green gear. They were all gigantic, with 5+ bosses and obscene amounts of trash. It was easy to get lost. The tuning was such that each individual pull required crowd control to have any hope of success. Accidentally dragging in a PAT or second group was almost always suicide. Monsters respawned fairly quickly which meant that dying could involve clearing a second (or third) time. Only a Warlock Soul Stone or Shaman Ankh could prevent a long corpse run after a wipe. Druids healers didn’t even have a resurrection spell! Replacements had to travel across the world to enter the dungeon (could take 30 minutes). Summoning could not be done inside the dungeon and required carefully exiting the whole party so the Warlock could summon.

On the plus side, the dungeons were really cool and involved all sorts of special setups.

New 60s could expect to spend a lot of time “raiding” undead Stratholme

PVP

The early honor system rewarded extreme investments of time spent grinding battlegrounds. PVE and PVP gear wasn’t very different in those days, so there were some decent blues that could be earned by reaching high levels of reputation with one of the three battleground factions. In practice, only Alterac Valley made this reasonable, involving a grind of “only” several weeks. The other two, could take months. If you focused your PVP time intensely into a short couple of weeks you could get your honor rank up and earn a few mid range blues. The epic (and quite awesome) sets were reserved only for the top ranks. The rank of High Warlord (he who PVPed the most on the server for the Horde) required an investment of approximately 16-18 hours a day for 6-9 months. Hardly casual.

Grinding Materials and rare Objects

Some players, me not included, seemed to enjoy grinding out various materials for trade skills, sale, or their guilds. This usually involved mindlessly killing a particular class of mob for extreme lengths of time (hours was just the beginning). An alternative variant was traveling around on your mount in a set route collecting either herb or mining nodes.

One variant of this, which I did occasionally do, was grinding for rare vanity pets. For example, the little colored whelplings which dropped 1 in a 1000 from various dragonkin. It took several hours to get lucky and collect one of these rare pets.

Professions

WOW professions have never been much of a minigame and instead just a straightforward grind. In Vanilla, the designers did add some interesting choices and splits into a couple of them. Like the goblin/gnome engineering divide. My main took Alchemy/Herbology, which while very useful, has always been one of the most boring combinations in the game. Across five expansions they almost never added anything interesting to either profession, Burning Crusade being a minor exception.

Most crafting skills involved some rare/epic component useful/necessary for high end raiding. This usually involved an obscene grind. Getting the Thorium Brotherhood reputation up for Blacksmithing, for example. With Alchemy, the original flask system made another brutal illustration. The recipes came only from raid bosses. The ingredients were very rare and worst of all, flasks, which are after all a consumable, could only be made at the two special Alchemy Labs: one deep in Scholomance, the other, even more cruelly, several bosses into Blackwing Lair (a difficult second tier 40 man raid)!

At least the scenery was nice while grinding for materials!

The Easy Raids

Prior to winter/spring 2006, it was possible to “raid” Scholo, Strat, LBRS, and UBRS with 10-15 players. The dungeons weren’t tuned any differently in these modes, so were MUCH easier than normal 5 man runs (UBRS was never possible 5 man, but required a minimum of ten). You couldn’t complete most quests this way, but you could get a shot at the blue loot. This was by far the easiest and most efficient way to get blue dungeon gear as 10 man raids rarely wiped (except in UBRS). They usually involved an easy mindless zerg with low odds of getting gear. Loot dropped infrequently, and only one blue per boss.

UBRS was a special exception, as it was harder, even with 15 people, and had slightly better loot. It was also very popular, vital for the Ony Key Chain, and so groups were readily available. Occasionally — very occasionally — it even dropped some mediocre epics.

The Class Epics

The designers created specialized quest chains that allowed many classes to get one or two epics, often head gear. In addition, there were a few weapons like the priest staff, the hunter bow, or the warrior sword (as usual, DPS casters got nothing). This gear was better than dungeon blues, but not nearly as good as the raiding epics. The grinds were also pretty obscene. In Vanilla, when they said epic, they meant it! The helmets all required the “pristine hide of the beast” an exceedingly rare drop from The Beast in UBRS (available only to max level skinners with a special rare tool) plus a whole bunch of rare materials from other dungeons. Several weeks of dungeon grinding were required to make one item.

The weapon quests, which were all tied into raiding, were difficult, but regarded by many as super cool and rewarding (after you finished).

Reputations

Reputations have come a long way in WOW. The early reps combined both obscene grinds (like kill several thousand Furblogs or run Strat and Scholo at least 150 times) with an extreme paucity of rewards. Getting exalted with the Argent Dawn was a tedious weeks (or months) long process of endless dungeon runs, yet in the end, you merely got a shoulder enchant that added +5 chromatic resist. At revered, you could pick a single school of resist.

Other factions offered even less reward. Timbermaw took weaks for one (more or less) vanity item! However, by the later days of Vanilla, the AQ and ZG factions did offer some real gear — but were tied to raiding and retained the brutal grind.

Getting into a Raiding Guild

A few weeks after turning 60, there was only one way to make any real progress on your character: get into a real raiding guild. This made for a clear and sharp divide between raiders and non-raiders. A quick glance at a character told the tale. Raiders were sprinkled (or covered) in purple.

But raiding involved 40 (or occasionally 20) player groups with a particular class composition. The raids themselves were exceedingly difficult even with everyone present. Reading strategies and installing and using an external voice chat program were mandatory. Guilds at this time usually had web pages and formal applications. The armory wasn’t yet available, so you had to list all your gear and progress, and even fill out a couple of essays.

Acceptance, if it happened, was provisional. Guilds had rules and policies and as a new member you had to tread lightly or get kicked out. “Dragon Kill Point” systems ensured that newbies had a very low chance of getting gear.

The Ony Key Chain

One of the most loved and reviled things about Vanilla was the Onyxia Key Chain. In order to enter this single boss 40 man raid, you had to atune your character and doing that meant finishing one of the most arduous quest chains in the game. Having completed it was often a requirement for entry into raiding guilds.

The Horde version of the chain began with my most hated quest of all time: Warlord’s Command. This required you to run LBRS 5 man several times. Without guild help, this was brutal. LBRS could easily be 4-5 hours and offered subpar rewards. No one ever wanted to run it except for the Ony or UBRS keys. I spent a good ten days continually recruiting groups. Several times I even got into the place only to wipe and fall apart 3-4 hours later. One of the drops was even a single scroll hidden in one of four random locations which only one party member could get. Only the mercy of two of my real life friends helped me finish this rite of passage.

And after that, the quest chain bounced you back and fourth between a remote spot on the eastern continent and Rexxar, an elusive quest giver who wandered two whole zones on the western. In between, you ran UBRS again and again for various stages of the chain. Other than Warlord’s Command (and an equivalently brutal Alliance version in BRD), it wasn’t really hard, but it was a test of will power and perseverance.

The lower “half” of Blackrock spire. So big, so hard, no one wanted to run it!

The Middle Raids

An important thing to understand about all raids in WOW (particularly Vanilla) is that each player could enter each one only a single time each week. This was called the lockout. Once you became “bound” to a raid ID for the week that was your instance until next Tuesday. This meant that one of the worst things that could happen was to be accidentally bound to a raid with a group that was incapable of making significant progress. If you did, you blew your shot at those bosses for the week. Also bad was to join an existing raid that had already killed the easy bosses, as you would become bound and miss those bosses for the week.

While I was leveling, Blizzard released the first of Vanilla‘s two 20 man raids, ZG. In January of 2006, they added AQ20. These raids were easier than their 40 man brethren and certainly getting a group organized was simpler. The gear was mixed blue and epic and in both cases tied in a complex faction to the dungeon reputation. Most serious raid guilds ran them as “off night” content when a big raid wasn’t going. Getting into the group was easier. Killing the bosses sometimes easier. But the rewards weren’t great. The gear was odd and you often had to run the place again and again for weeks to have enough rep to turn in the better rewards. Some of the fights were pretty hard too and interesting gear was often offered by optional bosses that were very difficult to summon — meaning groups rarely bothered.

Molten Core

Molten Core, or MC, was the bread and butter of Vanilla raiding. It had LOTS of bosses. It dropped the whole Tier 1 set, three epics per boss without constraint. It was fairly easy with 40 people who knew the place. The atunement was easy. Our guild sometimes had trouble filling all 40 spots and so that was a bit of a problem. The instance was also VERY long if you weren’t efficient. There were a lot of bosses and immense swaths of trash, so sometimes it took two nights, which meant clearing the trash twice! The final boss, Ragnaros, was hard. He required high fire resist and was a serious DPS check, but he did drop the T2 pants.

MC was the key to getting seriously geared in Vanilla. If your guild ran it every week and actually cleared to Domo (the boss before Rag) then your odds of getting some serious T1 loot were high. It was a serious time commitment, scheduled (for example, 6 to 10pm on tues and wed) but in the early days, before it devolved into a six hour slog through solid orange, it was damn fun and felt seriously epic.

This is pretty much what Rag did to the unprepared!

Ony

If MC was the bread and butter, Ony was the creme. As a single boss behind only four trash mobs, she dropped at least four T2 epics including two T2 helms. This was the best gear that was moderately accessible. Ony wasn’t even that hard, but she was random. Her second of three phases made or broke the whole event. She flew around above periodically sweeping half her chamber with “deep breath.” Sometimes it didn’t happen, sometimes once, sometimes three or four times. One hit you could survive, particularly if you swigged a fire protection potion in advance. Two or three? Forget it. If most of the raid lived to phase three, you’d probably kill her. If someone didn’t pull agro or get themselves knocked into the whelp caves, therefore bringing out a fatal brood of her spawn.

The RNG (Random Number Generator) was killer. My guild vanquished Ony every week in 2006. She only dropped the Warlock helmet twice. Once on my birthday when I wasn’t there and once in October (while I was sneaking the raid in at work). I wanted that hat (the Nemesis Skullcap) for 9 months. Getting it was perhaps the biggest high of my WOW career (tied with achieving Hand of A’dal).

Ony had quite the capricious nature.

Blackwing Lair

Raids prior to BWL were hard, but didn’t require all that much coordination. Yeah, there was stuff to avoid, and tanks had different jobs, but for the most part DPS had to stay alive and do as much damage as possible. BWL was something else entirely. The first boss had no trash, but about 50 adds at a time. Different groups had to run around in a 100+ mob free-for-all kiting and managing this unwieldy and dangerous host while some designated “controllers” mind controlled a dragon and broke a bunch of eggs with special abilities. If somehow you had the coordination to survive this, it switched into a more or less normal boss fight after 10 minutes.

This opening, plus MC’s Rag and the later BWL bosses, separated the hardcore from the merely competent guilds. We worked on Razorgore (the first boss) for about two months before downing him. Nothing released in later patches geared you up to overcome the level of coordination needed for BWL. Guilds had to be disciplined to progress. You needed to raid 4-5 nights a week. To show up on time and have forty people of the right mix there. They needed to be the same people and they needed the patience to wipe again and again and again and again. They needed to watch videos and prepare, to pop flasks and pull out all the stops. Special mechanics gated certain bosses. Nefarion (the final boss) required that everyone in the raid have Ony cloaks, which could only be made from scales earned from the earlier dragon. It took half a year to make enough for everyone in the guild one, and only if people didn’t leave!

Blackwing layer didn’t “look” too hard from the entrance.

The Gates Open and Changes Occur

In early 2006 Blizzard changed a bunch of stuff in the endgame, most, but not all for the best. They added some epic quests. They discontinued the “raiding” of the normal dungeons, and they opened AQ20 and AQ40, two new raids. The dungeon changes actually made the end game harder by removing the easiest route to blue gear. The 5 mans got a hair easier, but still remained huge time sinks.

AQ20 gave midlevel guilds like ours something else to do and a way to get more approximately T1 gear. We dabbled in AQ40 but it wasn’t manageable by guilds that hadn’t farmed BWL.

Naxx

In May, Naxx launched. This monstrous 40 man raid was probably the most difficult ever made (the only other contender being Sunwell). Only the elitist guilds that had farmed through BWL and AQ40 could possibly make progress there. Its groundbreaking encounter design required extreme cooperation. Many of you probably saw it years later in its much easier 10 and 25 man Lich King incarnations.

I’ve always had a weakness for undead sorcerers and their homes!

Controlling Progress

You might wonder why I keep using the worlds hard, brutal, tedious etc. How come 10-15 million people played this game? Now, it was a little less during Vanilla (perhaps 7-9 million) but WOW was incredibly fun. Yes, often hard and frustrating, but immensely addictive. And honestly, it was much less frustrating than prior MMOs, which had been designed with the punitive model  Let’s speculate on WHY the designers did what they did with the endgame.

MMOs have a decent number of hardcore players. Some are willing to spend crazy amounts of time and energy on things and some have a very high level of skill. Yet, this isn’t most people, and so the designers wanted an endgame that could keep people playing for months or years regardless of their skill level.

The raid content served the hardcore. It required skill, coordination, practice and all that. It was/is also some of the most difficult content to make from a development standpoint so the sheer amount was very limited. Therefore, to make it last for the elite, it had to be very hard. Progression was further “slowed down” (or more gameplay created, depending on your perspective) by regulating the amount of boss kills and per boss loot. If the current tier has 9 bosses that means that approximately 30 epics drop for each guild of 40 players each week. This means one per player every week or two at best (there is a random factor and as you get better geared it gets harder to get that last specific item). It then takes a couple months for a raid to fully gear from a tier. Hopefully, by then, the dev team has time to build a new raid. In practice, for guilds who weren’t as good as the difficulty standard, it was far far slower (and more frustrating).

The non-raid content was designed for the more “casual” but because of the existence of those willing to spend 100+ hours a week on grinding, each individual route to progression needed to be incredibly slow so they couldn’t power through it. Blizzard had not yet transferred the raid lockout concept to this arena as it would in Burning Crusades (i.e. dailies, but I’ll discuss that when I post about the expansion). So, their solution was gating by sheer time investment, and a steep one at that. Some crazy people (High Warlords I’m looking at you!) rose to the occasion!

Concluding Thoughts

While the Vanilla endgame did have its share of problems: a lack of content for non-raiders, frustration factors, tank shortage, class imbalances, broken specs, extremely steep grind curves, and very high difficulty levels, it was overall pretty damn successful. The designers built a truly stupendous amount of content and invested heavily in unusual and “one-off” quests and details. Compared to later expansions, items were highly individualized, classes varied, factions different, and the game was filled with all sorts of unique quests and features. This, combined with the high difficulty, lent things an extremely epic and deep feel.

The long saga continues with thoughts on The Burning Crusade…

WOW Endgame series: Vanilla, Burning Crusade, Lich King, Cataclysm, and Pandaria.
or read about Mists of Pandaria leveling.
Latest hot post: Reaper of Souls Analysis!
If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the video game post depot
or win Crash & Jak giveaways!

Related posts:

  1. Mists of Pandaria Leveling
  2. Diablo 3 – Beta Preview
  3. Games, Novels, and Story
By: agavin
Comments (47)
Posted in: Games
Tagged as: Experience point, Game design, Massive Multiplayer Online, Player versus environment, Player versus player, pt_wow_endgame, Roleplaying, Single-player video game, Video Games, Warlock, World of Warcraft

Mists of Pandaria Leveling

Oct15

First a bit of background on me and WOW (World of Warcraft):

I bought the game at launch but didn’t start playing until 2005. Once I did, I was instantly addicted — truly I’ve never been so addicted to a game in my life — and I’ve played at all stages of the game’s evolution. In Vanilla, my main (Undead Warlock) raided everything except for Naxx. Even my Night Elf Rogue wore Bloodfang. In Burning Crusade, my Warlock tanked Illidan and cleared all but the last bosses of Sunwell. My Paladin and Druid healed and tanked Karazan. In Wrath of the Lich King, I raided through to and including Icecrown with both my Warlock and Holy Paladin. But at the end of LK my guild fell apart and I didn’t have the willpower to apply to another, so with Cataclysm I merely leveled my Warlock, geared him for raiding, then gave up.

After almost two years hiatus, I swore I wouldn’t bother with Mists of Pandaria. Of course, this didn’t stop me from buying the collector’s edition. I have all the others except for Vanilla. I didn’t even log in for a few days.

Talent Trees et al

When I finally zoned in, I was daunted by the effort needed to revamp my interface before I could play. All the spells had changed. I had to pick new talents from the completely redesigned (non) talent trees. I had to update all my addons, glyph, and layout my action bars nearly from scratch. I’ve long preferred Destruction on my Warlock, with a minor in Demonology, only having briefly played Affliction during LK.

I found the new Destruction spells make for a much tidier toolbar. A lot of abilities are gone or moved to other specs and so all the main combat spells actually fit on convenient keys for the first time since vanilla. I’ll eventually have to see if this is true on my Paladin. Historically, the Pally’s obscene collection of roles and buffs has meant the default action bars don’t even have enough slots for all the abilities.

Anyway, the new Destruction rotation didn’t take long to learn — although it’s really weird not to have Lifetap and Corruption which were such longtime Warlock staples. The new Destro Lock is more Mage-like than ever with only a single DOT. But the burst is pretty awesome and thanks to a bunch of defensive cooldowns and heals, survivability is excellent. I didn’t choose either Howl of Terror or Shadowfury so my only problem is if I get mobbed by 5+ tough enemies.

I’m not sure how I feel about this new talent system. Broken as they were, I liked the talent trees back in the old days of Vanilla and BC. But the compressed Cata trees felt a bit lame. And most importantly, what seems to be missing now-a-days is the feeling of upgrading while leveling. Between 85 and 89 nothing happened. No talents. No new abilities of note (one minor passive change to Backdraft). All rather anticlimactic. I liked slowly depositing points into those trees and eventually gaining new abilities.

Zones

Pandaria looks gorgeous. From the trailers, I was initially skeptical of the whole Kung-fu Panda thing, but it actually works. The Asian look, and the shear dramatic verticality of many zones can be breathtaking. They are easily the best looking yet. I liked the look of BC and LK, but Cata never did it for me. Most of those zones were flat, and far too dislocated.

Jade Forest is a great place to begin and it’s really lovely. Valley of the Four Winds is tongue in cheek, but reminds me (in a good way) of Nagrand which was my favorite BC zone. Kun-Lai Summit is another favorite. This has a high Tibetan feel that is really cool. Being on foot/mount is great, as the scale when you crest some of these mountains wouldn’t work if one was flying. Krasarang Wilds and Townlong Steppes are a little less exciting, but certainly fine. I haven’t played the Dread Wastes yet.

The music is top notch.

Leveling

I played Jade Forest, Valley of the Four Winds, Krasarang Wilds, and Kun-Lai Summit in that order, completing 100% of the quests in each before moving on (I’ve had Loremaster since two weeks after LK shipped, so this is no surprise). I turned 90 just as I finished up Kun-Lai. I’ve always wondered why Blizzard paces the XP so that you usually have two zones left over when you hit max level. In LK it was three! The Pandarian zones are the biggest yet. Jade Forest and Kun-Lai are almost heroically big. Too big perhaps, as I was starting to feel a little weary moving into the final sub zones of Kun-Lai.

The whole process took me less than a week and I wasn’t playing that hard.

Overall difficulty was very easy. Similar to Cata, but much easier than BC and Vanilla. In those old days you used to die while leveling. Sometimes a lot. I probably died 2-3 times from 85-90.

This was the best leveling experience in a long time, but I can’t help but think it would have been even better with 10 levels, and with the pacing spread out so you hit 90 right at the end of Dread Wastes and with more spell and talent rewards per level.

Quests

The quests seem hugely improved. There are still plenty of kill and gather quests, but they are doled out in a really efficient way. You almost always get about five quests at a time all concentrating on a single area. They usually mix collection and kill quests. You head back and pick up a new crop. There is no sense that you might miss some. It’s extremely easy to do them all and feel that you got 100% of the quests. This is in marked contrast to the haphazard nature of old vanilla quests. There is a total absence of postal (long distance delivery) quests and long back and forth quest chains. They also seem to have toned down those giant story chains that took a lot of time in Cata. I’m talking about the Bronzebeard one and that weird vision quest thing in the tedious and way-too-big Vashj’ir. I don’t miss these. Replacing it are some fun chains like the odd but funny monkey/sniper adventure and the highly amusing kung-fu training. It’s all pretty light hearted but enjoyable.

Gear

For perhaps the first time ever, the quest rewards were actually useful. I pretty rapidly replaced my blues and purples with green (and the occasional blue) quest rewards. The huge thing is that the rewards are ALL for your class! In the old days, particularly as a DPS only caster, 90% of the rewards couldn’t even be equipped, or were useless healing gear. Plus the rapid step up of base stats (dare we say runaway inflation – my level 90 Lock has 400,000 HP, at 60, in raid gear, I had 6k) means that in MOP, a level 87 green is probably better than your level 85 raid gear, at least for leveling.

Interestingly, there are almost NO socketed items until the endgame. Blizzard doesn’t seem to want you to have to deal with it. There is no need for enchants. The game is easy anyway, and the same scaling means that old cheaper enchants are a waste of time and new endgame MOP enchants too expensive to bother with on leveling gear. You grab and go.

Bag space, at least for a hoarder like me, is still a problem. I need to move some more crap into void storage. The asian look of some of the armor is cool, although I’ve been stuck at 90 with a dumbass looking green hat and need to transmorg it.

Tradeskills

My Warlock is, and always has, been Herbology/Alchemy. I’m going to write up a separate post later on the level 90 endgame where I will discuss the bigger changes in the skills, and confine myself here to the experience while leveling. It’s clear that Blizzard is currently thinking that you should concentrate on crafting skills at 90.

Gathering nodes are, however, available in almost obscene quantity. This is in stark contrast to LK where there was barely an herb to be found. I hit 600 with Herbology about half way thru. At first I thought there was a crazy overabundance of Green Tea Leaf, but then I realized this holds for every Pandarian herb except for Golden Lotus. It’s nice that you get XP from the nodes as this rewards you for the 30 seconds spent chasing them down.

Alchemy right now is also very straightforward and doesn’t even require ANY return visits to the trainer or grinding of reputations. This is perhaps boring, but more on this in the next post.

Cooking and Fishing are clearly intended to level at the end as they are both tied to level 90 daily quests. First Aid is, as usual, trivial, and I find Archeology too tedious and am stuck at about 250.

Dungeons

There are only four leveling dungeons: Stormstout Brewery, Temple of the Jade Serpent and at level 87: Mogu’shan Palace and Shado-Pan Monastery. These are all really great leveling dungeons. The quest givers are inside and there are exactly two quests for each. They take about 15-20 minutes and are easy but fun. They feel different enough. They don’t require any sort of crowd control or marking. You just pull a pack and whack away at it and then pull another. Even adds won’t wipe you.

The XP and gear rewards are very good. The gear for sure is better than from quests. The overall balance and length of these instances is very consistent. All four are fun and there is no frustration factor.

If I had a major criticism I think that all the MOP dungeons should have been leveling dungeons and the heroics reserved for 90. I hopped right into heroics without ever playing the level 90 normals (and had no problem) so these are wasted. The designers would have been better off making the Palace and Monastery available at level 86 and the two bug dungeons available at 88 in normal mode.

Overall, the instances serve as nice breaks from the tedium of questing. Now-a-days, with the dungeon finder, you can just queue and keep questing, hop into one, and then back out to questing. It’s all very efficient. You don’t even have to walk in once like in Cata. At some level, I miss the cool interweaving of the world and dungeon quests that Vanilla and BC had, but in practice, back when I leveled vanilla, the time it took to gather a group and run the ludicrously large dungeons was not adequately compensated by the rewards. It was much faster to quest on past them.

I’m also of two minds about the dumbing down. It began with Lich King, saw a frustrating reversion in Cata, and is back in full force. I guess for leveling dungeons, where one is in a hurry, this is a good thing.

Extras

Despite the fact that I collect vanity pets (I had over 175 even before this expansion), I haven’t dealt with the whole battle pet mini-game yet. It doesn’t turn up XP or gear, so I figured I’d save it for when I run out of normal stuff to do.

I keep meaning to play a Pandarian (Monk) through the turtle zone, but I haven’t yet.

Conclusion

While there is nothing radically new about MOP, it feels a hell of a lot better than Cata. I didn’t expect to like it, but I did. It was fun to level again and Blizzard has cleaned up a lot of stuff that after four expansions had become a little messy. This “new” game is still very much World of Warcraft. They have not reinvented the wheel, but they continual the usual iterative improvements. I suspect that Cataclysm suffered from the redoing of the old zones, which was a lot of content that continuing players like myself never saw.

Anyway, the real meat of the matter is in the end game, and I’ll discuss that in a second post.

If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the
video game post depot
or win Crash & Jak giveaways!

Latest hot post: War Stories: Crash Bandicoot

Related posts:

  1. Diablo 3 – Beta Preview
  2. Diablo 3 – Barbarian 1-60
  3. Diablo 3 – The Infernal Barbarian
  4. Expansion of the WOW Factor
By: agavin
Comments (3)
Posted in: Games
Tagged as: Blizzard Entertainment, Cataclysm, Kung-fu Panda, leveling, Massive Multiplayer Online, review, Roleplaying, Video Games, Warlock, World of Warcraft

Diablo 3 – Beta Preview

Apr19

[ NOTE: this is my beta preview. I also have a release post on playing the Barbarian 1-60 and a separate one on the Barbarian in Inferno Mode. ]

Finally, the Diablo 3 beta invite showed up in my mailbox. Unfortunately, by the time I got it downloaded and installed I was headed to Vegas for the weekend (which wasn’t so bad, really). But as soon as I returned, I fired it up, rolled a toon, and cranked through the 1.5-2 hours it took to defeat the Skeleton King and “finish” the beta. Then I rolled another class. Then another and another until I’d played them all.

General Impressions

Not surprisingly, for a Blizzard game, and one that is only a month from launch, the game looks “finished” and is seemingly bug free. I didn’t have any problems. I didn’t try any multiplayer but I’m looking forward to it in the release.

Graphics wise, D3 is kinda dark, which wasn’t a problem playing at night, but during the sunny hours it was hard to see a lot of detail. I play on a Mac Pro with an Apple 30″ monitor. At full 2500×1600 resolution the game ran fine (I have a ATI Radeon HD 5870 1024 MB). There was occasional slight slowdown as new textures paged in (I think that’s what it was because it wasn’t during big fights but moving into new areas).

The art is fantastic and everything is modeled in detailed 3D, yet the classic three-quarters pulled back viewpoint limits the options for dynamic camerawork or even the simple ability to show enemies at any real scale. Overall, this substantially reduces the visual drama in favor of more approachable gameplay.

But in that regard, Blizzard does it’s usual slick job of babying you into the game. This is in complete contrast to a hardcore RPG like Dark Souls, which does no coddling. Here, you start each class with just one skill, gaining them incrementally as you level. The early quests are easy and straightforward. By the time you get into the depths of the cathedral and to level six or so, the real flavor of the class starts to emerge.

The overall gameplay is, as one of my friends said, like the Diablo II you remember, not as it actually was. If you boot up the aforementioned classic you’ll find a 2D game that runs in 800×600 (and that only with the expansion pack installed!). Sure the gameplay is slick, but the late 90s graphics are very dated. The new Diablo brings the same basic experience but updated to perhaps 2007 level technology. And really, it’s that great gameplay that matters.

The Barbarian

I’m normally drawn toward dark wizards, and so in D2 I mostly played a Necromancer. In D3, that niche is filled by the Witchdoctor, but neither the pet based nature or the class style really appealed. I decided to try out the Barbarian. Big and plate wearing, this is a very straightforward class. The few skill choices available in the first nine or so levels basically seemed to oscillate between heavy hitting on a single target and non-quite-so heavy hitting on multiple targets. I haven’t studied the skill system in detail but it seems to have been simplified, moving away from the elaborate talent trees. Each skill can be powered up or tweaked with runes, and there are several completely distinct skill slots (primary, secondary, defensive, etc) that you can swap in and out skills that belong exclusively in their particular category. For the Barbarian, the primary is a fury generating basic attack and the secondary a harder hitting fury sink.

Progression with the Barbarian was a piece of cake. In the limited scope of the beta I barely even had to chug a health potion, perhaps once. I didn’t die at all. Even the Skeleton King was pretty easy. The attacks definitely got more satisfying as they leveled up, but some felt lackluster like the bleed-causing whirlwind. Maybe it gets cooler later. Maybe they aren’t done with it.

Still, all and all a very fun class to play.

For my discussion of leveling 1-60 in the final version, see here.

Taking on the Skeleton King

The Wizard

Next I tried out the wizard. This is the ranged magical damage dealer. Overall, this class is much squishier than the Barbarian and I died in one spot (right on returning to the Cathedral where there are three big sub-bosses). You have to watch your health and make sure to kite, mostly using the freeze ray or the frost nova to slow down the badies. I liked the feel of the freeze ray, it’s pretty fun. If you tune the skills toward the electrical discharges and the spark-like exploding fireball the wizard can do some serious AOE damage. On one middling outside area I collected a rather large collection of undead and then obliterated them in a big firefight (earning a 60 enemies killed at once achievement). I think there is more pure DPS output here than with the melee classes — in exchange for being fragile.

You have to pay more attention to your resources than the Barbarian. The defensive skill (on the 1 key) is crucial. With the Barbarian it was a sweetener, here, it’s key to getting out of the middle of a big cluster of foes (or blasting them down quick if you are using Crystal Armor). Although harder, it was a fun class to play and I’ll be torn what to try first in the release version.

Monk

Third up I tried the Monk. Squishier than the Barbarian for sure, but fairly similar in that you get right in the thick of thinks and wallop. At the earlier levels the different skills didn’t seem as differentiated. Theoretically the Barbarian would be slower and the Monk more nimble, but the Barb is plenty fast, so I’m not sure I yet see a compelling advantage. The teleport TO an enemy rune is kinda cool though.

At about level 7 or 8 things power up a bit and the excitement level rises. The spinning circle of fire and triple punch are real nice. Overall this was an easy class too. I didn’t die and pretty much never needed a health pot.

Witch Doctor

A few days after finishing the monk I felt it was my duty as a Necromancer player and diehard WOW Warlock to try the Witch Doctor. It was immediately obvious that this was a seriously squishy class, even more so than the Wizard. It’s harder to kite with too. A lot of the early skills are pets of one sort or another and you have to toss them out there and run. This is true of the spiders and bats. I really didn’t like trading the snaring hands for the bats and quickly went back to it. The spiders were okay though. Like the other classes, by the time I got to level 8 or so he was getting fairly powerful. The dogs were fun. The runed version of the grasping hands was a really solid snare and the machine gun blow gun too. Fun to play, but despite the cool theme, I think the Wizard was more straightforward as a ranged caster.

Demon Hunter

This is the last class I played and thematically the least interesting. The Hunter in WOW never held any interest whatsoever for me and it’s the only class I’ve never rolled. But the D3 Demon Hunter turned out to be pretty fun. Its long range and rapid fire is satisfying and I put an epic? (yellow) bow I got from another tune to good use right from the beginning. The problem with this class, like the Witch Doctor and Wizard, is that it’s very squishy. But even more than those other two it becomes problematic when you get mobbed by mobs. The Demon Hunter can go down fast. Now, even given that, I only died on the Skeleton King, but it was the only class where the boss gave me some trouble. Once I learned to kite and stun him and run back and forth for the health balls it was okay, but still harder and slower than the other classes. Up until that point I often felt I was really kicking ass with the DH, but the problem seemed to stem from the classes’ lack of AOE. I ended up having to use the “trap” as my slowing and AOE device, laying them down (up to five) in advance. I didn’t like the invisible skill very much. The Wizard, while also a ranged squishy, has much better AOE (at least at these early levels).

Gear

I enjoy the gearing up minigame in Diablo, always have. My only complaint is the still present need to manage your inventory. It’s not as bad as in D2 where one spent a ridiculous amount of time combing the trash from your inventory and leaving it on the dungeon floor, but you still have to do this. The more readily available town portal(s) makes flipping back to sell your crap much easier.

I also don’t exactly get what gear you really want for each class. Classes can use a large percentage of the items, which I guess is a good thing, but it’s hard to know if a 15.5 dagger is better for a Wizard than a 12.0 wand.

Multiplayer

I spent about an hour playing the last two dungeons and the Skeleton King with a pickup group of one other person. This does not represent any exhaustive survey of D3’s four player coop mode. Overall, it was fun, and slightly easier. It was also slower as one often had to wait on the other person. That player clearly hadn’t run through the whole beta four times already and didn’t know exactly where to go like I did :-). I’m assuming multiplayer is the most fun with a good or pre-made four man group. I was playing my monk (repeating the dungeons and she was level 9-11) and they were playing a Demon Hunter about two levels lower. There is no increased loot or particular advantage to playing multiplayer, either. There should be. It’s also not very competitive anymore because everyone has their own loot and there is no PVP (that’s in a separate non PVE mode like the WOW arenas).

Random

The consistent naming and art elements in Blizzard style are an amusing note. While Diablo is darker and more gothic than WOW there are quite a number of common enemy archetypes. The grotesques (abominations in WOW) are one example. These are a distinctly Blizzard baddie. Many of the spell names (and even the class archetypes) are overlapping. The Demon Hunter fires arrows and drops traps and bombs like the Hunter. The Wizard is like a WOW Mage, even down to having a Frost Nova with nearly identical effect. There was even a skeletal sub-boss with the same name as a Scholo boss.

I can’t wait for May 15. In the meantime, watch the Wrath animated short.

Or read my discussion of the Barbarian class, levels 1-60 here.

Find more video game posts here.

Related posts:

  1. Diablo 3 Opening Cinematic
  2. Expansion of the WOW Factor
  3. Making Crash Bandicoot – part 4
  4. Dark Souls
  5. Book Review: Personal Demons
By: agavin
Comments (12)
Posted in: Games
Tagged as: Barbarian, Battle.net, Blizzard, Blizzard Entertainment, Blizzard North, dark souls, Diablo, Diablo 3, Diablo III, diabloIII, Games, Mac Pro, Monk, roll playing game, RPG, Skeleton King, Video Games, Wizard, World of Warcraft

Games, Novels, and Story

Feb03

This article was originally written by me for Gamesajare.com and was published there on January 22 in English and Spanish.

 

Storytelling, the old fashioned way

Modern man has a wide variety of “pure” storytelling mediums, like film, long form television, and novels. While these have some very significant differences they all share the same basic focus on plot and character. Typically at least, good stories introduce a character with problems, get you to like them, then chronicle the struggle as they are compelled to change and adapt to overcome these problems. In the end, they either do so, or are defeated to teach us a lesson (a variant we call tragedy).

These elements: character, plot, and transformational arc, are completely central to the normal story (I deliberately ignore weird experimental storytelling). Really, they are the core of what makes a good film or novel.

Roman mosaic showing comedy (right) and tragedy (left)

But with a game, this whole business is secondary. The primary focus of a game is fun. And fun through gameplay. Does Tetris have any character or plot? Did even Doom? No. But they were fun games. Really fun.

Games such as Naughty Dog’s Jak & Daxter or Uncharted strive to bridge these gaps by offering both. This is very difficult because they don’t really serve each other.

The gameplay in Uncharted 2, for example, has three primary modes: survival gunplay, platforming, and puzzle solving. The player must assess the layout of the level, learn it, and navigate it without getting killed. This involves anticipating the enemies and taking them out first. You use the weapons at your disposal, the mechanics, and the terrain provided to do so. With platforming you need to come to understand what the character can do physical, find your way, and successfully traverse the route.

Some games do focus on story

When these are done well, when the design is varied, the levels pretty, the enemies cool, and the challenges measured, challenging and above all, doable – it’s fun. Uncharted 2 is such a game.

It also has a pretty darn good story which is woven in with the design of the levels and the challenges. This adds to the whole thing. Watching the next segment of story becomes part of your reward for finishing a segment. There is a tremendous level of art that goes into getting both of these to work at the same time, but certainly each is constrained at times by the needs of the other.

Content in games is expensive and difficult to make. Therefore it needs to repeat. You really do need to shoot the same enemy hundreds of times. Otherwise the enemy isn’t providing enough mileage to justify the labor involved to create him. The player is also in control and therefore the consequences of his play affect success or failure.

My first novel

But in storytelling, success and failure are the carefully monitored heartbeat of any good story. You bring the protagonist up, dash him down, grind him into the ground, lift him up, slam him sideways. I knew this intuitively when writing my first novel, The Darkening Dream. I’ve read so many books and watched so many films and shows that it seemed “obvious.” But at the same time, it turned out to be far from easy. Writing a good story has less constraints than making a good game, but it’s still extremely difficult. You need to be constantly balancing the issues of character, motivation, the logic of the plot, and the need to seesaw the dramatic tension. In the end stylistic concerns sometimes overwhelm dramatic ones (to the reader’s detriment).

In a game, it’s even more complicated, and there is barely a chance of hitting all the right dramatic notes. The player has a lot to say about this natural up and down pacing, so the story-based game tries to separate how well you are really doing from the actual plot. Usually death or failure in the game causes the player to merely repeat some segment of the game (and hence the story), when they finish the level and get the next segment of storytelling, they’ll get it regardless of whether they died once or 100 times. The better player merely proceeds faster.

This is different, but even more problematic in a less linear game such as World of Warcraft. There, the mechanics of the game heavily distort the conceits of storytelling. The story is even broadly linked to the chronological evolution of the game in real time. For example, in December of 2009 Blizzard released the Icecrown Citadel patch of Wrath of the Lich King, making it possible for players to finally reach and confront the ultimate boss of the expansion (the titular Lich King). But the fact is, in order to properly maintain the reward mechanics of endgame raiding, each character was and often did, progress through this segment of the story once, or even twice a week.

The Lich King

Now, two years later, the Lich King has been defeated, the world of Azeroth has been broken, yet it’s still possible to go back to Icecrown and take on Arthas again. And again. Ditto for any of the several hundred even older bosses. Players accept that they have random access to a long and convoluted story. In fact, the need to generate so much gameplay in WOW has created a body of lore that gives the Silmarillion a run for its money. But the way in which it’s experienced mutes the emotional intensity.

What really provides the excitement in WOW (and many other games), isn’t the question of whether the dragon queen Onyxia lives or dies, but the – shall we dare say – drama of whether she does tonight, for us, the group fighting her. And more importantly, will she drop the Nemesis skullcap (arbitrary cool piece of loot) one has been trying to get for six months.

 

This article was originally written by me for Gamesajare.com and was published there on January 22 in English and Spanish.

If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the
video game post depot
or win Crash & Jak giveaways!

Latest hot post: War Stories: Crash Bandicoot

Related posts:

  1. Expansion of the WOW Factor
  2. How do I get a job designing video games?
  3. Untimed – Two Novels, Check!
  4. The Inside Story
  5. Untimed – Two Novels, Two Drafts!
By: agavin
Comments (4)
Posted in: Games, Writing
Tagged as: Andy Gavin, Arthas, Jak and Daxter, Lich King, Naughty Dog, Storytelling, Tetris, The Darkening Dream, Uncharted, Video game, World of Warcraft, World of Warcraft: Wrath of the Lich King

Expansion of the WOW Factor

Oct26

I was once a very hardcore WOW (World of Warcraft) player. And although I burned out and haven’t been playing this year (after reaching 85 with my main, I just lost interest), but I still follow the news. Blizzard just released a trailer for the upcoming fourth expansion, the Mists of Pandaria. Below is a series of cinematics, from the original 2004 release to this newest (sometime 2012). It’s an interesting exercise in progression.

Above is the classic WOW launch cinematic.

Burning Crusade, where the demon infested Illidan Stormrage is confronted.

Then, above, the corrupted Lich King and his army of Scourge, in Wrath of the Lich King.

Then the gigantic Deathwing shatters the world in Cataclysm.

And finally, above, the arrival of… talking pandas. Hmmm. Seems a little like an April Fools joke. But not.

Now Blizzard also just released the cinematic for the upcoming Diablo 3.

That’s more like it! Even if the demon lecture is slightly cheesy. Also note how awesome the rendered girl looks, particularly the lighting and skin textures.

For more info on my video game career, click here.

For what I’m up to now, click here.

By: agavin
Comments (1)
Posted in: Games
Tagged as: April Fools' Day, Blizzard Entertainment, Cataclysm, Diablo III, MMO, RPG, Scourge, Video Games, World of Warcraft, World of Warcraft: The Burning Crusade, World of Warcraft: Wrath of the Lich King
Watch the Trailer or

Buy it Online!

Buy it Online!

96 of 100 tickets!

Find Andy at:

Follow Me on Pinterest

Subscribe by email:

More posts on:



Complete Archives

Categories

  • Contests (7)
  • Fiction (404)
    • Books (113)
    • Movies (77)
    • Television (123)
    • Writing (115)
      • Darkening Dream (62)
      • Untimed (37)
  • Food (1,765)
  • Games (101)
  • History (13)
  • Technology (21)
  • Uncategorized (16)

Recent Posts

  • Happy Hibi
  • Eating Naples – Palazzo Petrucci
  • Eating San Foca – Aura
  • Eating Otranto – ArborVitae
  • Eating Lecce – Gimmi
  • Eating Lecce – Varius
  • Eating Lecce – Duo
  • Eating Lecce – Doppiozero
  • Eating Torre Canne – Autentico
  • Eating Torre Canne – Beach

Favorite Posts

  • I, Author
  • My Novels
  • The Darkening Dream
  • Sample Chapters
  • Untimed
  • Making Crash Bandicoot
  • My Gaming Career
  • Getting a job designing video games
  • Getting a job programming video games
  • Buffy the Vampire Slayer
  • A Game of Thrones
  • 27 Courses of Truffles
  • Ultimate Pizza
  • Eating Italy
  • LA Sushi
  • Foodie Club

Archives

  • May 2025 (4)
  • April 2025 (4)
  • February 2025 (5)
  • January 2025 (3)
  • December 2024 (13)
  • November 2024 (14)
  • October 2024 (14)
  • September 2024 (15)
  • August 2024 (13)
  • July 2024 (15)
  • June 2024 (14)
  • May 2024 (15)
  • April 2024 (13)
  • March 2024 (9)
  • February 2024 (7)
  • January 2024 (9)
  • December 2023 (8)
  • November 2023 (14)
  • October 2023 (13)
  • September 2023 (9)
  • August 2023 (15)
  • July 2023 (13)
  • June 2023 (14)
  • May 2023 (15)
  • April 2023 (14)
  • March 2023 (12)
  • February 2023 (11)
  • January 2023 (14)
  • December 2022 (11)
  • November 2022 (13)
  • October 2022 (14)
  • September 2022 (14)
  • August 2022 (12)
  • July 2022 (9)
  • June 2022 (6)
  • May 2022 (8)
  • April 2022 (5)
  • March 2022 (4)
  • February 2022 (2)
  • January 2022 (8)
  • December 2021 (6)
  • November 2021 (6)
  • October 2021 (8)
  • September 2021 (4)
  • August 2021 (5)
  • July 2021 (2)
  • June 2021 (3)
  • January 2021 (1)
  • December 2020 (1)
  • September 2020 (1)
  • August 2020 (1)
  • April 2020 (11)
  • March 2020 (15)
  • February 2020 (13)
  • January 2020 (14)
  • December 2019 (13)
  • November 2019 (12)
  • October 2019 (14)
  • September 2019 (14)
  • August 2019 (13)
  • July 2019 (13)
  • June 2019 (14)
  • May 2019 (13)
  • April 2019 (10)
  • March 2019 (10)
  • February 2019 (11)
  • January 2019 (13)
  • December 2018 (14)
  • November 2018 (11)
  • October 2018 (15)
  • September 2018 (15)
  • August 2018 (15)
  • July 2018 (11)
  • June 2018 (14)
  • May 2018 (13)
  • April 2018 (13)
  • March 2018 (17)
  • February 2018 (12)
  • January 2018 (15)
  • December 2017 (15)
  • November 2017 (13)
  • October 2017 (16)
  • September 2017 (16)
  • August 2017 (16)
  • July 2017 (11)
  • June 2017 (13)
  • May 2017 (6)
  • March 2017 (3)
  • February 2017 (4)
  • January 2017 (7)
  • December 2016 (14)
  • November 2016 (11)
  • October 2016 (11)
  • September 2016 (12)
  • August 2016 (15)
  • July 2016 (13)
  • June 2016 (13)
  • May 2016 (13)
  • April 2016 (12)
  • March 2016 (13)
  • February 2016 (12)
  • January 2016 (13)
  • December 2015 (14)
  • November 2015 (14)
  • October 2015 (13)
  • September 2015 (13)
  • August 2015 (18)
  • July 2015 (16)
  • June 2015 (13)
  • May 2015 (13)
  • April 2015 (14)
  • March 2015 (15)
  • February 2015 (13)
  • January 2015 (13)
  • December 2014 (14)
  • November 2014 (13)
  • October 2014 (13)
  • September 2014 (12)
  • August 2014 (15)
  • July 2014 (13)
  • June 2014 (13)
  • May 2014 (14)
  • April 2014 (14)
  • March 2014 (10)
  • February 2014 (11)
  • January 2014 (13)
  • December 2013 (14)
  • November 2013 (13)
  • October 2013 (14)
  • September 2013 (12)
  • August 2013 (14)
  • July 2013 (10)
  • June 2013 (14)
  • May 2013 (14)
  • April 2013 (14)
  • March 2013 (15)
  • February 2013 (14)
  • January 2013 (13)
  • December 2012 (14)
  • November 2012 (16)
  • October 2012 (13)
  • September 2012 (14)
  • August 2012 (16)
  • July 2012 (12)
  • June 2012 (16)
  • May 2012 (21)
  • April 2012 (18)
  • March 2012 (20)
  • February 2012 (23)
  • January 2012 (31)
  • December 2011 (35)
  • November 2011 (33)
  • October 2011 (32)
  • September 2011 (29)
  • August 2011 (35)
  • July 2011 (33)
  • June 2011 (25)
  • May 2011 (31)
  • April 2011 (30)
  • March 2011 (34)
  • February 2011 (31)
  • January 2011 (33)
  • December 2010 (33)
  • November 2010 (39)
  • October 2010 (26)
All Things Andy Gavin
Copyright © 2025 All Rights Reserved
Programmed by Andy Gavin