Well, for what I know several people left Blizzard from Wow Launch, so I assume they actually did changes, probably not high enough in the food chain to have significant impact on the overall design, but even there: they pretty much changed the game in the last 2-3 years or at least some concepts that were more Vision(tm)-alike than anything else.Flight said:Agree with this big time, even on raids.
They"ve taken the scripting too far (they always have, partly - only partly - because of how powerful the user app development tools are - they"ve had to compensate for various "auto" apps users have designed). A symptom of this is the dumbing down of the latest expansion.
It went something like this :
i) design most fun and engaging MMO yet seen;
ii) do everything the best we can - including as complex end boss encounters as we can design;
iii) pat ourselves on the back about how much our encounters are scripted, publicly laud ourselves and chuckle at EQs tank and spank "ho ho ho";
iv) realise the vast majority of the user base (read $$$$$) can"t manage to co-ordinate and beat the scripts;
v) take the difficulty level of the whole game down to compensate for iv).
As much as anything this triple underlines how much the foundations have to be right, before you build on them.
I suspect a large part of the problem is that they need new blood, particularly in strategic decision making. Instead, they are constantly doing interviews where they boast of their pride that they have all the same design team and key players. Good on them that they stand by their staff, but creative processes need a view from the outside and fresh blood now and again or the ideas and creation stagnates and falls in on itself.
In terms of design, WoW is second to no other game, but in terms of complexity, it"s been lowered several times and will keep doing so, to let more people play it to the fullest, thus increasing retention.
For what we know, 38 studios could follow the same path, or maybe find a way to make encounters more complex for those who want them like that (hard mode?) or make everything super accessible, etc.
Looking back at 2004-2005 design, both for WoW and EQ2 (the 2 MMOs I played the most) there were not that many encredibly fun scripts outside of raids and even in raids, it"s been from BWL and beyond (and never in EQ2, until partially in KoS and more pronouncedly in EoF-RoK raids) that scripts started to become more complex and encounter design more sophisticated.
Everyone remembers Razorgore, or Vael, just to mention a few, they stroke the audience as a total new concept for MMOs encounters as in "you mean it"s not tank and spank?". They were not the standard gimmick fight, as for gimmick I mean "keep the boss away from the adds" or "play around the boss fearing every 30 seconds".
Nowadays the tech and the hardware people owns (on average) allows for much more complex scripts, but as for all scripts, there is a hard limit: once you learn it, it"s 100% predictable.
How many elements can you incorporate in an encounter after all?
- main boss attack(s)
- main boss ae damage
- environmental splash damage
- adds
- debuffs or buffs, single target or ae
- encounter phases
- something I likely forgot
Players have these parameters instead:
- quality of gear
- raid composition (if it can be a factor, in wow the impact of this has been significantly decreased)
- knowledge of the encounter
- awareness of their surroundings
- reaction times
- proper usage of consumables, cooldowns and so on
- ability to work in a coordinated manner with the rest of the team
Most of these are based on the individual player skill and capacity to do the right thing at the right moment, possibly coordinating with the rest of the raid (or part of it).
I think this is where developers have room to work: make these requirements less strict in terms of "reaction time needed" and "consequences of suckitude" to allow a broader audience to experience the game, tighten them up for "hard mode" and hold the carrot of better/more loot in front of them.
Example: one person being a tool on Shade of Aran = raid wipe, one person being a tool on Heigan, the person dies.
There is a reason why good players can do stuff in greens and blues that bad players cannot do with a mix of blue and purples, but the harder are the requirements, the more people get "rejected" by the system: they simply are not good enough, so the game must cater to them first, to the good players later.
If there is a different solution than this ahead, I bow to the dev team who finds it: something like Zehn dreamt about the final Ulduar boss fight is not so doable in today"s gaming environment (flee from an angry Yogg-Saronn while Ulduar collapses around you? Awesome idea), not because the tech doesn"t allow it, but because the playerbase doesn"t allow it. This unless there is a way to make hard-mode the real fun and normal mode just a show for keyboard+mouse impaired people, in that case you can pity people in bad guilds, but be happy they won"t whine as loud because they can"t see the new zones.