As with most modern MMOs, the endgame begins at max level. In order to help players level faster, Blizzard added a heirlooms mechanic in the second expansion (Wrath of the Lich King) to allow low levels to have above-curve gear while leveling, with a 30% EXP boost. The third expansion (Cataclysm) revamped Azeroth, making new questing much easier and straightforward, and therefore less time is spent in the old world. The fifth expansion adds Dungeon Finder, which is a faster way to level than normal questing. So there is not much incentive to explore until you hit 90 and can go to Draenor. And then once you hit Draenor, you have access to Garrisons, which is a FarmVille-like mechanic which has the easiest financial ROI in the game, making even less of a reason to just explore period. I did not renew my subscription.
Guild Wars 2 had a great solution to this; all zones have content, which the player downscales to. Unfortunately, Tyria (the world of Guild Wars 2) is not as robust as Azeroth.
WoW and mmos in general just don't encourage exploration very much. It doesn't contribute to making your avatar any better. So unless you're really into just having fun - which the game mostly does not encourage in lieu of running dungeons and getting gear and etc, a lot of these zones have just ALWAYS been abandoned, save for some event bringing people to them.
The reason the population is 15-20 in these zones as opposed to 60+ is because there are better ways to level nowadays, not that anyone cared to visit these zones in the first place and heirlooms ruined that.
That being said, I realize you're not blaming this entirely on heirlooms and exp boosts, I just wanted to clarify on that specific part of what you said.
TL;DR: WoW needed to do more to encourage people to revisit all existing areas four expansions ago. I tried to get back into it a couple of years ago (WotLK era), and I was just put off by how few people were everywhere - and if there were people, they were ignoring you and just grinding through quests.
This contrasted my initial experience with WoW quite a bit - that was either BC or even before that. Lots of people questing, and it was before the dungeon finder so people actually still had to physically form a team of players at the actual location (and spam the chat channels) to get into the dungeons, making it much more of a challenge - and more importantly for an MMO, a social endeavour.
wow mediates the issue of content going stale by allowing people to mow through, especially older raids to get accomplishments and gear; mostly for transmog of current gear or mounts and pet. This to me is a better solution. The GW2 solution leads to a more annoying world, where everything has to be taken into account and there is no breezing past low level content on your way to more excitement
Tyria is not as robust as Azeroth.
What does that mean?I wind up playing for a few months each time a new expansion is released, sometimes jumping in for a month if something interesting happens. (For example, WoW will be aping Guild Wars auto-scaling in the next patch, experimenting with 'Timewalking' weekends.)
¹ http://www.wowhead.com/spell=130283/enlightenment#comments
² https://us.battle.net/shop/en/product/world-of-warcraft-serv...
This gutted the economy (especially on small-medium servers) and led to me quitting.
Raiding was fun, PvP was alright, but when the economy was mustered into farmville-time gating...I gave my favorite MMO up.
But as others point out, the 'traditional' way to build an MMO is 'learn skills by levelling up / start playing at max level' The game set a number of challenges for 'max level' characters which depended on gear, group composition, and various strategies to overcome the game mechanics. That is where it failed for me.
In WoW while leveling you often needed to join up with groups to run through a local dungeon together. It was fun when you had a good group, annoying when you had children in the group. There were too many ways for 10 - 12 yr old boys to grief people.
In an effort to increase its appeal, Blizzard changed it again and again. Skill changes, techniques, complexity was removed, buffs and nerfs to various skills. Lots of change and slowly less and less appeal. All of the components were there to make it better (arenas were a great testing ground for devs to evaluate PvP changes).
I stopped playing when Mists shipped. It was just too stupid at that point and the similarity to kung-fu panda to stark. Oddly, if you could provide servers that stopped at one of the expansions (Wrath or maybe even Cataclysm) I would still be spending money with Blizzard, but now not so much.
I look at it periodically and see the makings of a durable world/gaming simulation environment. I hope someone picks up the challenge.
It's one of those things to keep in perspective when folks say "Why did anyone sink $1.2 million into $A_FIELD_I_DON'T_CONNECT_WITH?" I don't know, but that's literally less than it cost to put that mid-30s swamp level in Ogrimmar that nobody ever went to, so don't fret too much about the misallocation of society's resources.
Today, I'm nearing my thirties and can't seem to get into the game for more than an hour at a time. I'm a very happy homeowner, married and kids are in the plans in the next few years. I have other interests now that take up my time and grinding for drops for hours on end isn't in the cards anymore.
I logged in recently and found it so different. Cataclysm was my last true experience with WoW. I played MoP, but only for a few weeks. The magic was lost for me with flying mounts and easier grinds. It's heartbreaking to a degree because I loved this game and really want to get back to it. I suppose those years are long gone, but it's fun to think about.
Last I checked, the server was averaging between 4000-6000 players concurrently, so I had quite the opposite experience from what the author was describing: for the first day or two after launch, it was very difficult to find mobs to kill at all, when you're sharing starting zones with literally hundreds of players! It got better over time, as people grinded at different rates, distributing their numbers more evenly, but even when I quit, it was pretty rare to find a zone without a decent number of players.
I recommend anyone with fond memories of Vanilla turned off by newer versions of WoW check it out. Or, maybe I shouldn't, having experienced first hand just how great of a time sink this 10 year old game can still be...
I'm glad I can still do this, but it concerns me that this generation of online-only games won't be relivable decades later like the games of my earlier childhood will always be.
Why can a 99 level whatever kill dozens of level 1 charaters effortlessly, by mistake even? Why does it have N times more health? Makes no sense.
One of the first successful MMORPG games was Ultima Online, which didn't have any levels. Just skills. And they didn't matter all that much. Equipment did to a degree, but noone was walking around alone with a +9 weapon for fear of losing it. So it was relatively even.
It was FUN. All areas mattered, even if they didn't have as much variety as WoW. Monsters didn't give XP, so they were mostly killed for resources. And some tiny skill increase, sometimes.
Being very familiar with the genre I knew what I was getting into, but didn't quite understand the differences of WoW versus Guild Wars, Wild Star, or another MMO.
I really enjoyed how they continue to have players level through the expansions, the over joyous feeling of a new loading screen when I reach the next leveling milestone was super rewarding, but quickly became overwhelming.
There's SO much content in the game, thousands of quest lines you quickly out level and never see, stories told through quest dialogs I had been skipping over. I passed right by the entire culture of this hand crafted digital world in a rush to raid, and now have no incentive to see what I've missed.
I finally got my druid to level 80, and now entering the Cataclysm expansion it quickly shows how much has changed from each iteration of the game. I went from running dungeons over and over in hopes of a single drop, to now being overburdened with item and item, all far superior than my previous expansions hard earned gear (ilvl ~170 to 300+).
It feels so forgotten, what I was first looking as like an archived museum of this game's vast history is beginning to feel like its own changes are detrimental to reliving the experience of a veteran as a new player.
Seeing complex constructed runes, swirling tornadoes out in the distance, living see creatures in the background, all without content or content worth doing makes the game feel vast and empty. Although its still very enjoyable.
I have great memories of wandering zones I had no business being in. Especially wandering Alliance zones and cities on my Horde rogue. When achievements for exploring the whole world and doing so many thousands of quests came out with the second expansion, I had them all (Loremaster, Seeker, Explorer, ..). And I probably did 500+ quests beyond Seeker - I would just keep doing every low level quest I could find, just to experience all the random hidden pockets of content. It was a great feeling, and one that I didn't grow up finding IRL.
The vanilla world was also... rusty.. in a really charming way. It was pretty easy to crack the holes of the world open and find things that weren't meant to be found - like half finished zones, giant peculiar monoliths, and tidbits of things that had been mentioned in lore here and there but never fully implemented.
A famous (at the time) video was "Exploration the Movie' by DopeFish: https://www.youtube.com/watch?v=UWMz7-7SGlo
The soundtrack is really great too. It's electronic / trance-style stuff that I guess isn't very popular (or wasn't where I'm from). But, the first song ('When Things Go Wrong' by Airwave) became my favorite thing to listen to for at least a year or so in high school. When I got my driver's license I would put it (and similar) songs on in the car and drive around my town at night, aimlessly. Those are some memories I'm really fond of.
Each server has its own type of abandoned buildings. Chaos servers, for example, have a lot of ruined buildings covered in lava.
After some asking around I did find that the person didn't in fact go crazy, and this was supposed to be a temple of sorts, with traps and treasure. But at the time (3am) it really creeped me out.
I used to love wandering around the world, finding hidden spots, and exploring the different pieces of Azeroth.
Now I'm older and feel way too guilty devoting that amount of time to a game.
Incidentally, one of the main pleasures of Minecraft (for me) was the same exploration.
It's a beautiful place. The thing is, you can't explore it without levelling. And it's also pretty vast, at least the size of zone 2 in London tube terms. So I ended up spending a lot of time there.
I got so deep into it I even attended a wedding. I mean where the IRL players got married and their characters and online friends got together.
Anyway, there is something about the way it's constructed that gets boring after a few months of playing time. It's as if there's two games: levelling and raiding. Raiding is where your friends are, so levelling is what you have to do to get your friends the Tank/Healer that they need. (Nobody needs DPS).
It would be cool if the content just scaled so you could level everywhere, instead of having a predefined optimal quest/zone path. On your third character it does get tedious, because everyone levels by doing solo DPS.
Perhaps there is also a smarter mechanic for gold grinding. When I was playing there was always some zone that was optimal for finding the best ores, so I'd just fly a loop of that each morning.
Lastly, is it really hard to generate content? I mean of the type "here's a warrior, a druid, and a warlock, find us something to do that can't just be googled". Maybe smarter minds have thought about this than me, but I thought it could be worth a stab.
Mr Smite - Deadmines
It added a whole level of meta-gaming and risk. It also made me ungodly rich in gold.
Then I hit the level cap and stopped playing. Oh well.
A bit of a shame that the vanilla feeling is gone, I think it would have been important to keep the game hard, so that powerful items are very, very hard to get. It seems like they wanted to make high end content accessible to everyone in order to grow the user base, but it seems like the opposite effect was reached. Reminds me of the startup wisdom, if you want to be everything to everybody, you end up being nothing to no one.
There's also some great articles about unfinished content in WoW, like this one about a half-implemented zone with lots of lore around it, giving it a particular mystique: http://www.engadget.com/2011/04/05/wow-archivist-the-karazha...
Blizzard is taking steps to allow people to see old dungeons, but they have not yet created incentives to keep people exploring old content. Arguably, it's not a great idea to spread people out... as the game population dwindles it's better to keep the players in the same zones so they feel like they are in a populated world and not a single-player game.
Anyway agree there are some really cool parts of the game that ANYONE could see... but they get abandoned. I care more about old dungeons and old raids, but really they've done a good job of allowing players to see that content and farm it for transmog gear and nostalgia.
I remember exactly how I fell in LOVE with WoW. It was f&f, and all it involved was walking from Stormwind down through Westfall to STV. And, then, opening the map and realizing "Shit, this was less than 1% of this world."
That wonder at HOW big and rich a world had been crafted lasted for years. In the first year of release, /played was > 160 days, despite being a leader in a world-first-oriented top PvE guild, 90% of it was world pvp and exploring.
And yet it wasn't actually the environment that shaped the experience, but that we all lived in it.
In vanilla, the world MATTERED. And in a way that wasn't always 'fun' for everyone. (Red is dead bro)
We competed to claim world spawns. We griefed, camped, exploited strange environment mechanics, raided opposing cities and killed world leaders or didn't, set up roaming 5v5s, lagged out in Southshore in 200v200 struggles, denied guilds access to instance zone-ins, cursed when we sometimes got our come-uppance (and we sometimes famously did), and we had meaningful rivalries and camaraderie with other players on our server.
We all had stories about nearly every player you'd meet. Actions of single players had potentially huge social impact.
That disappeared when we all retreated to instances. (Flying mounts were a similar scale catastrophe in world engagement) We no longer really had communal experiences.
I functionally quit WoW at the end of BC. I still played a bit in later seasons and expansions, but just arena selling glad titles primarily, as the magic was gone for me, and not for lack of trying -- I had every possible opportunity and advantage to love the game in the later expansions but never really could.
This sounds more negative than I'd like, because I have really no strong bitterness towards WoW. It was a shaping experience for me. I formed great friendships and memories, learned a lot about myself, and a game like WoW has to grow and evolve and a necessity of that is that some won't enjoy the changes.
Blizzard can solve the problem, they have the brains and the cash. I wish they'd make a new MMO with all their learnings! They could deprecate WoW and start all again. Every expansion you kind of do that anyway.
The thing about all the forgotten content is that at some point in time during some xpac, it was very pertinent and relevant. But now it's still there many xpacs later.
His videos are both tranquil and surreal.
It sounds strange but some of my dearest friends and fondest memories of being a teenager was via World of Warcraft.
If you want to play on those zones, you can resort to a private server with a old expansion. There are very good ones on vanilla where those zones are alive. :-)
That list of locations falls very short, too.
When I played WoW I would actively seek out zones with fewer players in order to level up.
But I do die -- about as often as I did in BC, so about 3 times as often as everyone else does these days. The best part is my repair costs are zero gold.
Skywall\Fistsofdeath
I had a plenty of exciting real life experiences after I quit WoW back in 2010, but somehow I still look back at my in-game experience with an incredible warm and fuzzy feeling somewhere inside of me.
Oh, nostalgia is hitting me hard :D
Unfortunately no real documentation of things like realm population (or comparisons across multiple realms), changes over time (day of week / weekend, holidays, etc.).
Yes, "the game designers declined to comment" but I was hoping for something with a little more detail. However, that doesn't appear to be in line with the rest of the content on the site.