[WoW] The raiding dropoff in MoP

I think it’s approaching that time in the expansion where I get a bit burned out on raiding, notwithstanding having a great guild and raid team. I can tell this because I was getting quite frustrated at being the nominated turtle kicker (I promise this makes sense if you know the encounter) on Tortos this week. (Fortunately we’re taking a week or two off due to people being on holiday and then we have a guild meet coming up so I’ll probably be back to normal after that.)

Or maybe it’s just a frustrating role that no one really likes. Who knows?

Well actually, Zellviren has been collecting stats on normal-mode raid participation and has put up a long and detailed post on MMO-Champion about it. To summarise: raid participation in normal mode 10 man instances has been steadily dropping off since Wrath. Even with the surge in subscriptions that came with MoP, fewer guilds killed the first boss in Mogushan Vaults than the last boss in Dragon Soul (last raid in Cataclysm) in normal mode 10 man. He also collected data on a boss by boss basis to show which have been the main roadblock bosses in MoP for these raiders.

I know the main roadblocks for us were Elegon and Garalon so it’s no surprise to see large drop offs associated with both of them, but the numbers also show that after hitting those walls, a lot of guilds seem to have given up on raiding. He concludes:

“1) This is the first time we start to see massive jumps and “brick walls” appear in normal mode raiding. Elegon himself puts paid to more guilds than the entirety of tier 13.
2) The Heart of Fear is a one-instance wrecking crew. Of the guilds that started the expansion by managing to defeat the Stone Guard, it’s managed to kill over 58% of them.
3) The ‘attunement’ for Heart of Fear is bypassed, allowing more guilds to kill the Sha of Fear than killed Grand Empress Shek’zeer.
4) 75% of the final tier instance was less punishing than Amber-Shaper Un’sok; the Heart of Fear accounts for an average mortality rate of over 7.6%.”

In Throne of Thunder, only 25k 10 man guilds have taken out the first boss in normal mode. Ghostcrawler did comment that counting the number of guilds wasn’t a great way to measure progress (I interpret this the opposite way he does and wonder if it’s because hardcore players might have multiple alts in different raid guilds) but agrees that fewer players have made an attempt on Jin’rock 10 m normal than on Stone Guard in the earlier tier.

Then Horridan (which admittedly took us several weeks of attempts) filtered out another 5k, that’s 20% guilds which killed the first boss still haven’t killed the second.

Well, it makes me feel better about our current progress, even though we’re not one of the elite 7k who killed Lei Shen on normal. I was tempted to put elite in ‘’ but really what else can you call it?

Basically, the current endgame model doesn’t seem to be working. Yes LFR will have soaked up all of those raiders but does LFR have the stickability of raid encounters which each might require a month or more of effort from a guild to clear?

Is the Olympics affecting your gaming?

mars

Hellfire Peninsula with new shader models… (OK, OK, it’s Mars.)

Anyone finding that people are busy watching the sports (or, heaven forfend, the Mars Rover) so online games are getting a bit sparse at the moment? I’m not really sure it’s affected any of the games I have been playing.

However, there was one moment this week that reminded me of the outside world whilst in a game. On Euro servers, there is a long tradition of eastern european raid leaders – I don’t know quite why this is, and I have had British and Irish raid leaders as well but a lot of the active raid leaders do seem to come from eastern europe.  It was only last week that I found out precisely where in Eastern Europe my raid leader actually comes from, it just had never come up in conversation. So we’re raiding,  and the he typed afk (that’s ‘away from keyboard’ if you’re not familiar with raid abbreviations). He came back a couple of minutes later and announced on voice chat, “Sorry, that was my friend jumping around and yelling. Poland just won a gold medal Smile Smile” (There was another brief pause when they got a second later that night.)

Now the BBC coverage is pretty good, but even so they tend to focus on the British athletes. So I guess this was a wake up call to me that all around the world, sports fans (and people who aren’t really sports fans but tune into the Olympics every four years) are getting just as excited about their countrymen’s efforts as we do. I’m also reminded that in many ways it’s a privilege to be able to play alongside gamers from all round the world and share in some of these excitements vicariously, while killing internet dragons and giant robots.

So, has the Olympics (or the mars lander) impinged at all on your gaming?

[WoW] Bits and pieces about MoP: Future of raiding, dailies all the way down, pay for more powerful pets

Mists of Pandaria looks set to offer a very different style of endgame to Cataclysm. While the traditional raid and instance setup will still be present, along with a group/raid finder to let players jump into a PUG, Blizzard look to be making a definite push to provide more content and options for non-raiders and soloers. For example, there will be:

  • Many more daily quests
  • More factions to grind (rather than being able to earn faction points while running instances via tabards)
  • A farmville setup
  • Pet battles, including being able to tame pets from the wild
  • Scenarios (like mini instances/ events that only require 3 players, all of whom can be dps)
  • Challenge modes for regular instances (ie. more loot if you complete the instance more quickly)

And those are just the gameplay mechanics that someone who hasn’t  been following the beta closely has picked off the top of their head, I have no idea what the PvP plans will be. This could be an incredibly successful expansion for Blizzard if they can attract those more casual or solo focussed players with an ‘endgame’ balanced for their interests. Ignore the panda haters, there’s some genuinely new direction here.

Whither raiding?

Raiding, I think, in the sense of dedicated raid groups, will suffer more in this expansion than it ever has before. Players have pondered whether the relative popularity of 10 man raids over 25 man ones is purely due to ease of organisation of smaller groups. If the rewards (and difficulties) from gold level challenge modes are in any way comparable to hard mode raids, we may see whether 5 man instances will be preferred over 10 man raids by a hardcore PvE crowd.

Casual raid groups who got trashed by Cataclysm – and they did — may find a resurgence. (Although not as much as if Blizzard relaxed the 10/25 man raid locks.) There will be plenty of players who are happy to do a weekly 10 man run with the friendly guild and spend the rest of their time pursuing less directed, more solo focussed, or more casual play which lets them chat while they work on the pet collecting or faction grind.

There was a sad thread on the official boards that caught my eye called “Don’t let the 25 man raids die” which asked whether Blizzard was planning any changes to the 10/25 man setup, rewards etc in response to how much 25 man raiding has dropped off in Cataclysm. The CM answered:

The devs don’t have, at this time, any plans to incentivize 25-man raiding. They want to make 10 and 25-man raids close enough, so that you choose whatever you find more fun.

The thread is quite poignant if you like that sort of thing, with lots of reflection from people who preferred 25 man raiding but now feel 10 man is their only choice.

I’ve come to the conclusion that 10 man raiding is too small to sustain a healthy guild. Having multiple 10 man teams leads to the formation of cliques, and having a single 10 man team doesn’t have enough people to be able to support a pool of substitutes who’ll be there when you need them.

…not everybody who wants to raid 25-man rather than 10-man will be able to do so… not even remotely. If I think back to WotLK, when my guild was born… I came from a guild that raided 25-man on a rather casual level. You won’t find that anymore. It’s all or nothing with 25-man raiding nowadays, because players in general tend to choose the easiest way they can.

I liked doing 10man with guild and pug 25man in wowlk it was soooo fun. Now we can only do 1 or the other there is no choice in doing both before the 1 week reset.

10-man rosters are a nightmare… if you have 10 people that show up 95% of the time you get floored when 1 person can’t show up. People just leave if they get put on backup so rotating is almost impossible (unless you have a very casual / forgiving players).

I’ve seen that phenomenon, people who would rather quit than be put on backup even for just one night.

The real problem in Cataclysm is the survival of semi-hardcore or semi-casual 25 man raiding guilds. There were a lot of them and in the advent of Cataclysm they were the guilds that suffered the most. … With this system, Blizzard are killing off a specific breed of guilds. The semi-hardcore 25 man guilds that were so prevalent in TBC and WotLK, and that makes me really sad. That was the kind of guild many players liked to join, they knew they weren’t the best of the best, but I bet they had a hell of a lot of fun before Cataclysm came around.

I’ve ran and led 25man raids in WoTLK, and that’s something I know I’ll never get back to. The ingame rewards don’t override the out-of-playing hassle for me, not at all. Even if 25man had 50ilvls better gear, I wouldn’t bother with 25man if I had to be the one taking care of most organization.

So maybe there are plenty of players who would prefer 25 man raids in a semi-casual environment to 10 man raids, but can’t find those raids any more. (I think part of the problem was that officers/ raid leaders always had to be pretty hardcore in 25 man guilds, even if the rest of the guild was semi-casual.) Anyhow, Blizzard has no plans to tweak this or add any incentives for 25 man raiding. Expect to see 25 mans continue to die out.

Yo dawg! We heard you like dailies so we put dailies in your dailies …

So, daily quest lovers, in MoP you will be able to run about 48 daily quests per day should you so wish. There’s actually no limit so you can always do some lower level dailies from previous expansions if you finish all of those and are still bored.

Vaneras comments:

Mists of Pandaria is actually the expansion where we have emphasized dailies the most… ever!

I don’t have any issues with this myself. At that point in the game, people just want to log in and do something fun that will progress their character in some way. Assuming dailies are at least as fun as normal quests and that people who like PvE are happy with normal quests, the only issue is whether players get bored and how many dailies you have to do to get whichever reward you are aiming for. I’d assume players will be less bored when they have a wider variety of daily quests to choose from, so this is probably a good change.

This is also likely to provide quite an influx of gold into the economy, with the usual inflationary effect. People who play the AH will no doubt profit greatly. There will be a new gold sink in the black market.

Olivia@WoW Insider worries that players will feel forced to do as many dailies as possible. I don’t think anyone is ever actually forced to get in game rewards as fast as is humanly possible and maybe the people who do feel that pressure just need to chill and let the people who can control their own playing times enjoy the extra choice.

I find it quite tiresome when choices in games are deliberately restricted because ‘hardcore players would feel forced to do everything.’ Well sucks to be them then.

Cash shop pets to be more powerful in pet battles

Ah, you probably saw this one coming as soon as Blizzard announced that some pets would be considered ‘rare quality’ (ie. more powerful in pet battles) and they would add some non-capture pets to this list. Non-capture means pre-existing pets as opposed to ones that are captured from the wild in MoP.

The full list is here and it does include many of the previous pets that were rare drops in the game. It also includes pets bought from the in game shop.

Blizzard comment:

We decided which pets to change based on how difficult they are to obtain. This approach makes sense since it means that more time was put into getting these particular pets than other ones.

It did not take much time to click ‘buy’ on the cash shop, just saying. Still, I did get warm fuzzies when I saw my crimson whelpling on the list – that pet was given to me by Arb during Vanilla WoW Smile Happy days.

Links for the weekend

 

  • Systemic Babble discusses the recently announced 3DS price drop, and the prices of games on mobile systems. What exactly happens to the industry if a new generation of gamers expects a good mobile game to cost approx $1?
  • How does it feel to be sidelined from a raid because (your raid feels that) your class just isn’t optimal for the encounter? Vixsin, who raids with a hardcore group, discusses her feelings about it. For many players, this comes close to experiencing discrimination in game. After enough other players think your class is more or less good, it gets treated that way regardless of the player. And on another note, Sacred Duty explains that protection paladins are overpowered in WoW at the moment. Again.
  • Another sale, another astounding humble indie bundle. These deals operate on a ‘pay what you think it’s worth’ basis, so it’s interesting on that link to see roughly how much people pay. Linux users on average pay a lot more than players on other o/s, intriguingly. Maybe they’re more generous souls.
  • How can devs turn a good character into an evil one or vice versa in game? John Wick discusses the heel turn with examples from professional wrestling.
  • I mentioned the crazy Street Fighter x Tekken SDCC panel this week. Here’s a more thoughtful look at another fighting game from a fan – Scott Juster writes about Mortal Kombat and why it was so special for him earlier in his life.
  • Serrain writes a wrapup for the Planes of Madness event at Rift, over at Rift Junkies. He asks whether it dragged on too long.
  • Stabs takes an educated guess at how the RMT Diablo 3 Auction House will play out. And Gus Matrapa in Pretension +1 offers some advice to D3 fans on how to freak out about a video game.
  • Werit discusses the revamp of fortresses in WAR. They will now “house artifacts/relics which can be seized by the opposing realm.”  That’s a direct import from DaoC. Is WAR slowly morphing into DaoC2?
  • Jeff Vogel asks when players should have to make decisions about progressing their character from a designer’s point of view. He suggests devs shouldn’t ask players to make choices until they have enough information on which to base a decision. I’ve never liked having to make irrevocable decisions involving gameplay (such as class, etc) before I really know how the game plays or what I’ll want to do later on.
  • MMO Melting Pot continues to curate (it’s my new word this week)  great articles around the gaming blogosphere and post links along with analysis. Here’s one highlighting a post on Level Capped about whether the majority of gamers really are foul mouthed teenagers.
  • John Walker at RPS writes an intelligent, impassioned rant against all those mainstream media outlets who rushed to assign some blame to computer games like CoD for the shootings in Norway.
  • Anyone missed Larissa’s regular posts? Course you have. The writer is now running a new blog about film called The Velvet Cafe. This is one of her posts about what the audience can add to a movie. I’ve been thinking about this, because going to see Captain America on opening night in San Diego during Comic Con was absolutely awesome, and not just because the film was good and they gave us free swag (OK, the free swag helped.)

Links for the weekend (E3 prospects, and the state of raiding)

  • E3 is next week, and is the first of the big summer gaming conventions. Destructoid summarises the publishers and games expected to be there, so there will be plenty of news/ press releases about those. I don’t feel massive excitement about any of these, although “El Shaddai: Ascension of the Metatron” is a good title.
  • There are also expected to be some hardware announcements: Nintendo has a successor to the Wii to announce and no one will be surprised if Sony and Microsoft also come up with something. Venturebeat run down some of the more stable rumours about next week’s announcements. Allegedly Bioware are already working on Dragon Age 3 so that might also get an announcement.
  • Yngwe writes a guest post for Kiss my Alas, pondering the ways in which real life has made him a better raider. (But leaves the question open as to whether raiding has helped him iRL.)
  • Staying with the raiding theme, Wugan writes a thoughtful post on Flow asking whether it’s too easy for individual players to act as free agents, shifting guilds as soon as they get frustrated with progression. I always think that a raid leaders’ ideas on what is wrong with raiding can seem so different from a raider/ non leader’s ideas that you sometimes wonder if they are playing the same game.
  • Stabs describes issues that he’s had with filling raids in Rift and explains it using psychology. I felt bad reading this because I’d be one of those people who thinks “I’ve done proper raiding before, I know how much time and commitment it takes, so better that I sit out in this new game than risk being all those horrible things people call you if you get one enchant slightly wrong in WoW.” Not that my Rift character is level 50 yet, but soon.
  • Rhii asks how people feel when someone they are raiding with keeps talking about their other guild/s and other raid/s. In WoW, it’s not uncommon for people to have different alts in different guilds/ raids – I suspect this is more common now due to the way the lockouts work.
  • Scott Andrews, in his excellent WoW Insider column, predicts that Firelands will not save your (raid) guild. Is he right?
  • Psychochild lists 10 games that he thinks designers should play and asks for your suggestions for what games or types of games you think designers should experience.
  • Syncaine eases my troubled mind by explaining why gaming bloggers are not leechers. What he’s actually getting at is that if you are really into a game or hobby, you probably prefer to play with other people who are similarly engaged. And this actually applies just as much to casual roleplayers as it does to hardcore raiders (he doesn’t make that connection, but it’s true.)
  • Danc writes a fairly controversial post in which he critiques game criticism and particularly that written by gamers. In my opinion this is pretty much a straw man because what a reader can get from a well written and well presented experiential blog post is simply a different style of game writing than a critic would be expected to produce. And I’d argue we should value the players who are able to do this well without lumping them in with the critics. I think this is particularly true in MMOs or any game with a virtual community because we don’t really have the theories yet to fully explain how players interact with each other online – it’s a new field. And as in any new field, the observations have to come before the theories and analysis. Be scientific, game devs! Pay attention to the (good) observations.
  • The Last Psychiatrist ponders Second Life and real life, and points out that in some ways they are not so very different. Is getting your hair done to look like a celebrity iRL so different from sculpting your avatar to look like them online?
  • scrusi wonders if exploration and story are mutually exclusive.
  • Tipa notes that the Rift devs have been borrowing a lot of ideas from WoW and wonders if they could take a few pointers from EQ as well.

MMOs and target audiences

A commenter on Tobold’s recent post about the future of raiding (note to self: feminism and posts about whether raiding is dead always get lots of responses 🙂 ) as an end game encapsulated something that has been niggling me about WoW over the past few months.

Someone (I think Krisps, sorry too tired this morning to read through comments slowly) commented that after all was said and done, the Cataclysm raid model was perfect for their guild and playing style so obviously they were pleased with it and hoped that Blizzard stuck with it.

And others commented that they had preferred Wrath because raiding in that expansion had been perfect for their guild and playing style. (This was true for me also.)

And it occurs to me that there is an element of spin the bottle in who Blizzard will decide is their target audience inbetween one expansion and the next. The game that was perfect for you in one expansion might morph into something that can’t keep your attention or your guild together in the next, and largely players accept this as the price of entry. If you don’t like it, you can always leave.

And yet, there is another view of MMOs which is that they could be providing a range of activities catering to a wider range of players and preferences. I do think Blizzard have dropped the ball on this in Cataclysm to some extent – they cater for ultra-casuals very well, and solo players who like pet collecting. Tight-knit 10 man raid guilds (or 25 man) are also catered to pretty well. I’m not sure how the PvP scene is at the moment but there are certainly options for arenas and battleground play. So there is definitely a lot there.

But there’s still the notion of the expansion having a target audience. It suits some types of players more than others, and they aren’t really fighting hard to keep ‘the others’.

Maybe it’s because Rift is so new and I’m nowhere near the level cap but the game feels more forgiving for different playing styles to me right now. There are certainly activities for casual guilds to do together, plenty for soloers, and collectors, and people who like instances. It is entirely possible that all mature MMOs tend to settle out the playerbase into something less flexible (some more hardcore, some more focussed on endgame, etc) and then devs decide which segment to focus on.

For sure there will be some kind of target audience. A military MMO like World of Tanks is looking at military buffs, probably mostly male. Lord of the Rings Online was always expecting a different type of audience.

For all that, I think I prefer MMOs when there is less notion of a target audience in terms of gameplay and more of a “something for everyone” and the simple reason  is that I might feel like doing different activities when I log in for the night. If I’m stressed, I want to do something chilled out. If I want more of a challenge, then I’d like that option too. The tyranny of WoW’s model is that endgame raiders (if they’re in the right sort of tight knit guild) will tend to log in for raids at fixed times and … that’s mostly it.

[Cataclysm] Raiding Update with Bulletpoints

1. Good week for my raid group, we’ve knocked over Magmaw, Omnomtrom, and Halfus Wyrmbane in 25 man mode! Hurrah! (My kill of Halfus was in 10 man mode last week but I don’t think you can tell that from the Armoury feed.)

2. Still behind the ferals, rogues, death knights and enhancement shaman on the dps meters. Boo! I won’t keep droning on about this but it’s demoralising to be so far behind.

3. I’m not sure how I feel about the raid encounters I have seen so far. These are the introductory raid encounters for the expansion, and they’ve been fun enough on the whole. Omnitron has been the more fun of the fights for me, but it really is quite complex for an entry raid encounter.

My greatest beef with the content is that Blizzard could have made the interrupting job on Halfus much easier if they’d signalled his casts with better graphics. It reminds me of Vezax in Ulduar, but with that latter boss, the spells you had to interrupt were very very easy to spot, you couldn’t really miss them. With this one you have to squint at the cast bar.

Halfus also seems to have acquired the lion’s share of the raid trash. Wonder what he bribed them with.

4. I wonder how long before Vengeance gets nerfed (or warriors do). We tanked Halfus in 10 man with two warrior tanks, each of whom had Vigilance on each other. Hellooooo 90k shield slam crit.

Sorry for a brief post. Anyone else have any thoughts on the Cataclysm raids so far?

The lifecycle of a [WoW] guild

Scott Andrews wrote a very good column in WoW Insider yesterday, discussing how guilds die.

I was particularly taken by his experience of his own guild, because I think this mirrors the experience of a lot of players.

First the guild is born, possibly with a core of players who know each other in real life. Then it grows. The game is still newish but by the time the original founders get to max level, they find out about raiding and decide that they want to do it.

So, initially as a social guild, the guild starts organising raids. Many find they aren’t able to keep up the constant attendance from an appropriately geared, motivated and varied set of classes. The ones who do keep going, possibly recruiting extras as needed. At this point they usually are still trying to hang onto their social ethos and avoid doing things like stacking classes (ie. benching raiders for being the wrong class) and give everyone a chance.

Some raiders will become more hardcore than others. As soon as the social guild starts to slip behind progression, the more hardcore players will switch to more hardcore guilds. Strong leadership from the guild with well organised raids and tendencies towards progression can put this off for awhile.

Eventually the stresses start to show, particularly on officers and raid leaders. And all it takes is a couple of weeks off raiding, or a couple of failed raids before remaining hardcore raiders drift off to form their own raids, or join other raid guilds. And once the core is gone and the officers are too burnt out to rebuild from scratch, the guild dies.

It’s not inevitable this happens to all guilds. Many thrive without being hardcore raid guilds and still offer raiding (mine has a good compromise, but even so, the raid group has been tending more progression focussed with every expansion.)

What does it mean? It means that WoW (and it is specifically WoW) is teaching players that the only smart way to play in a goal oriented way is to join an individualistic bunch of people who share exactly the same goal.

A game which encouraged more broad based guilds would teach instead the values of negotiation, co-operation, and getting a lot of different people with different goals  to pull together.

I’d be curious to know if anything has any thoughts about the typical lifecycle of guilds in other games.

Thoughts on LOTRO FTP

So, I’ve finally started to pay attention to LotRO again seriously since the European game went free-to-play and we actually have some new content to muck about with. Not only new content in terms of land-mass and quests, but also newly-scaled instances, new barter items to grind and a little class revamp for those of the Captain persuasion (which is me, naturally).

New specs – no problem. I can see the benefits of having some more viable speclines available to me, even if I still don’t like many of the individual traits it’s been interesting to toy around with them.

New quests – Enedwaith is pretty. I like the varied land, the quest hubs, the flow of the story. The epic book wasn’t too bad, shame it didn’t have any group content in – even if it had been done skirmish-style, like the Mirkwood book. I miss some grouping in epic books – often it helps make them feel more… epic. I am, however, taking the questing quite slowly and progressing at a much slower pace than I’m used to. I’m kind of enjoying that, despite feeling slow compared to my more ‘hardcore’ buddies. There’s a LOT of repeatable quests for barter items and reputation also. If you’ve not done the quests the first time, you don’t get to do the repeatables (fairly obvious), but I should, eventually, get some more of those done. I probably do a few more than many, but nothing like the hardcore playstyle I used to favour. Sometimes I feel bad about this, like I’ve fallen off some wagon. Other times, I remember I’m just doing other things instead.

Newly-scaling instances. Fun, distracting, a bit like skirmishes when they first came in, but with better reward structures. Have so far done Ost Elendil, two of the Barrows instances, and a couple of runs in Helegrod. I’d possibly have done more, but I’ve had a busy couple of weeks.

So I was reading about the November update, where Loremasters do very nicely (one day, Captains will receive some proper love from devs, honest!), and where class consumables get introduced (the summary linked to from mmorsel is the best out there). First thought – seriously, NOTHING for tailors again? Second thought – we can craft them or buy them from the store? Third thought – some of these look pretty essential for raiding performance, others not so much. Now, right now the better versions of all the consumables are crafted. That’s good. But the next tier down can be bought…

…so far, I think Turbine’s implementation of free-to-play has shown a great deal of thought. We can buy stuff and I’m sure they’re making a lot more money than they were, but nothing yet that I feel I have to buy. Although I was told this week by a fellow raider than anyone not buying stat tomes is an idiot. Colour me idiotic then, because I managed to raid with my ‘rubbish’ stats last week and truthfully since f2p came in and people bought stat tomes, we’ve done worse generally! I probably will spend my points on stat tomes eventually, and I do resent them more than anything in the store – but hey, there has to be some blatant money-making in there. Class consumables makes me want to watch the store more closely and I wonder how long before Turbine pushes the limits. Will we ever be expected to spend actual money to keep up enough to raid? Will that be a neat excuse for me to drop raiding? I only have a rubbish craft (ie. tailoring), and I find it difficult to get people to craft stuff for me. I make money and I end up spending it on tokens, scrolls, potions and I guess I’ll do the same for consumables in the future. But if I didn’t raid, I wouldn’t have to do any of that!

Tempting!

Thought for the Day: What happens when people get bored of raiding?

I think that raiding as a preferred playing style in MMOs  is on a long downwards spiral. There’s really no trend to show that people are dying to spend more time in tight knit raid guilds with regular weekly raid nights, far from it, the trends are towards more solo and casual play.

And although more people than ever before have been able to raid in Wrath, that just means that people who hadn’t seen raids before might now be able to decide, “Well, that was OK but never again.” Especially if opportunities for PUG raids or casual raiders are reduced in the new expansion, which is likely for the first few months at least. (10 man raids are more sensitive to people being able to commit to regular weekly raids, not less because they’re likely to have fewer people ‘on the bench’.)

Rohan commented recently that he sees issues with the new rated battlegrounds too, and I think he’s right on the money with this one. I particularly like his categories of transient vs extended group content — eg. a PUG is a transient group which forms for a single session, and a raid group is an extended group which forms with the expectation of regular weekly/ daily assaults on extended raid content.

So what are the casual players to do if they aren’t able or willing to commit to something as long term as a regular raid group or battleground group? And how about people who are bored of raiding because they’re bored of the regularity of the whole thing, what can they do to break up the tedium?

I think that WoW, for better or worse, is tied to this form of endgame and will continue to cater to it until the last server is turned off (ie. possibly not in my lifetime!) but people tiring of raiding is an opportunity for some more agile developer to ask, again, what is an MMO really all about? Is it just PvP over territory again and again and again or raiding? Is it just adding more solo grinds? Or could it be something else?

Or perhaps people will just dip into more of the F2P games, play a bit until something else comes along, and endgame as such will be only for the ultra hardcore. (As opposed to just the hardcore as it is now.)