Thursday, April 29, 2010

Busting the Top 9 Myths About the Cataclysm Raid Changes


Let me preface by saying that I’ve been a raider since back when BWL was the highest tier. My 40-man guild went deep into AQ40. I lived through it as that same guild transitioned to 25s. Then I ran a 25-man raiding guild for a year as the primary raid leader. Then I ran a 10-man strict guild for 2 years, and now I lead a 10-man guild that hosts a 25-man guild alliance run. I’m really, really familiar with every facet of this debate, having led both 10 and 25 man raids as well as having firsthand experience of the 40 to 25 transition.



Now let’s move on to shattering the myths about the new raid changes.


Myth 1: You have to roll against more people in 25s.

Yes, I know, it seems obvious that with 15 more people there, you’d have more competition for loot in 25s. But it’s a myth: Blizzard has stated clearly that 25s will drop more items per person. There is no room for misinterpretation: there is a 0% chance that 25s will only drop 3 or even 5 items if 10s drop 2. It seems most likely that if 10s drop 2 items per boss kill, 25s will drop 6-7. Now do some math: 6.5/25 is a BIGGER NUMBER than 2/10. Which means that even though there are more people in the 25, you will actually have a better chance at personally getting loot in the 25-man raid because so many more items drop (and there is absolutely no reason to assume we won’t see the same item more than once per kill in this case).


Myth 2: We lose too much content with the shared lockout.

All that will happen is you won’t be able to run the same instance twice a week on the same character. Do you really like rerunning the same instance over and over like you do now? Is it a good thing that 25-man raiders feel pressured to run 10 man to get double the emblems? Is it a good thing that 10-man raiders have little to no access to the 25-man run while the bigger groups can easily do both sizes in the same week?

If you have a small group of friends you like to raid 10s with outside your 25-man guild, or if you are a 10-man guild who enjoys a 25-man alliance, that’s easily solved with alts. And if you don’t have time to level an alt, then why are you asking to get to raid the same instance twice a week anyway?

Another easy solution would be to do the previous tier’s content with the other group. Hopefully Blizzard will set up the tiers so hard mode loot from the previous tier is still relevant (but not required), so you have a reason to do so.

If you just prefer to have the freedom to run the instance twice if you so choose, then you are really arguing against lockouts altogether. Why not get rid of every lockout, if having fewer lockouts is inherently better? Oh yeah, because it would break the game.


Myth 3: 10s will be too hard to balance and make class stacking a problem


This one is legitimate as a suspicion, but not a fair assumption to make with this little information. Blizzard design hasn’t been perfect, but they’ve done a pretty good job overall.

As for class stacking: we have no idea if there will be buff changes made to go along with the raid changes. There is no reason why you can’t get a good mix of buffs with any reasonable comp if they set it up right. They’ve already started spreading buffs out.

It’s OK to have reduced faith in Blizzard, but it’s too early to just assume they will blow it. And it’s especially silly to assume they haven’t thought of this yet.

Another thing to keep in mind: right now, everyone is focused on how much bigger a logistical challenge 25-mans are to organize. Well what if the unique challenge 10-man leaders face is in forming a comp that optimizes buffs, while 25-man leaders don’t have to worry about that because they will inevitably have every buff covered?


Myth 4: The devs want to kill 25s


Hah! If they did, they would have just removed them from the game, instead of going out of their way to make sure there are still incentives to do them. Would all of the work they will put into making 25-man versions of dungeons be worth it if their plan is to “stealth kill” all 25-man raids?


Myth 5: The devs will let 25s die (unintentionally)

I’ve often been cynical of Blizzard’s design choices. I can understand this impulse. But every indication is that they are committed to making whatever adjustments are necessary to make both raid sizes into viable choices that people will be interested in. There is no way they are so stupid that if they want 25s to stay alive (as we’ve already established) that they would accidentally totally fail at their goal. Blizzard makes many choices I don’t agree with, but it’s pretty rare for them to outright fail through incompetence.


Myth 6: I love 25s because they are more epic, but obviously no one else does so I’ll never get 24 others together for it after these changes


I have seen this one so many times that I could form a dozen 25-man raids out of the people who say it. It seems like tons of people just prefer the bigger raids. If anything, the response to the changes has proven that 25s will never actually die unless they are removed from the game. What surprises me is how all of these people assume that no one else feels the same way. The entire point is that you feel free to pick the format you prefer rather than having to "game the system" by doing 25s just to get worthwhile gear.

Here’s an example of this one from Dawn Moore at wow.com:

She opens her thoughts with:“I play in a high ranking 25-man guild because that is what I love to do. I don't do it for the glory, better gear, prettier mounts, or legendary items.”

Then she ends them with: “ Blizzard's proposal removes the incentive to do 25-man raids, which will kill the majority of 25-man guilds, which in turn will kill the community I come to the game for. I hate to say it, but for the first time ever I have been served a very good reason to quit the game.”

Yeah, you read that right. She really did just say that she doesn’t raid 25s for the glory or the gear, but now that the glory and gear are gone she has no incentive to do them anymore. GG, Dawn.


Remember back in TBC when everyone was doing arena because losing 10 matches a week would get you a weapon that blew away what was available to most people in a raid? Remember how so many of those people hated arena and never would have done it if they hadn’t seen that it was by far the optimal way to progress their character? Ever notice how now that the rewards are more balanced, the only people in the arenas are those who love arena, and everyone is happier?

That’s exactly what happened to 25s in Wrath. They were the only legitimate PvE progression path (10s offered gear that was a tier behind) through this entire expansion. Tons of people who preferred 10s or other activities felt compelled to do 25s because they were the only avenue to “real” gear and achievements (because 25-man guilds could just cheese the 10-man achieves, rendering them irrelevant). Now that 10 vs 25 is a real choice, and both are legitimate progression paths, those people will leave 25s.

Let me rephrase that: those people will stop doing an activity they didn’t like as much in favor of one that is more fun for them.

Yes, that’s an awful thing to have happen! How dare they have more fun while still relevantly progressing their character!!! This isn’t some game, goddammit!

If you are in a 25-man guild and you think that losing the higher tier of gear over 10s is going to cause many people to leave your guild, that means they didn’t want to be there and were only there because you were bribing them. Are you really trying to tell me you prefer the system where you bribe/blackmail your friends into having less fun? Rather than the system where everyone chooses the activity they want, and gets rewarded either way?


Myth 7: Raid leaders won’t want to lead 25s anymore.

It’s undeniable that organizing a 25-man raid and guild is way more difficult and stressful than managing a 10-man guild. But what is the incentive right now to lead a 25-man raid? A higher tier of gear? That higher tier goes out to the entire raid, not just the leaders. How come the rest of the guild gets rewarded just because the leaders work harder?

The weirdest thing about this argument is that 25-man raiders and leaders aren’t losing anything. They are, in fact, gaining. They still get the top-of-the-line gear, only in Cataclysm they get a lot more of it per boss than they did in Wrath.

If it’s not the gear, then is it the prestige? Not only will 25-man raid leaders still be competing at the cutting edge just like they do now, but their raids will have an innate advantage over 10-man raids: they will gear up faster (including much faster emblem income). If you are hardcore and want to compete for server or world firsts, you will NEED to be a 25-man raid guild because the gear advantage will help propel you to the top. You simply won’t be truly competitive if you are a 10-man guild. So the prestige may be reduced, but it is still there for 25s.

Yes, the number of 25-man guilds will be reduced, and fewer people will want to lead 25s. But it will happen not because no one will want to do 25s anymore, but because people who didn’t want to be doing 25s in the first place will finally feel free to choose not to do them while still being able to advance their character.


Myth 8: The 10 best people in my 25 man guild will just ditch the ones who are “holding them back”.

GOOD. This one boggles my mind. The statement in itself admits that 15 people in your raid are being carried and don’t deserve their victories or spoils, and it implies that the top 10 resent having to do the carrying, but don’t think they have any choice because without the other 15 people they won’t have access to the current tier of gear. I mean, seriously? That's your argument?


Myth 9: First 10 people to hit level cap will not want to wait for the other 15 to catch up and will ditch us.

What? How is this situation ANY DIFFERENT from Wrath? The first 10 people got to 80 and started doing Naxx 10. Then the guild switched over to 25s as soon as enough people were max level. In both situations, the first 10 were ahead on gear. But with 10s and 25s sharing the same difficulty, that will actually be less of a problem in Cata than it was in Wrath.

Yes, I get that the idea is that those 10 will think that using their gear will allow them to progress faster than they would in the 25 with a lower average gearscore. That sort of makes sense…if you are willfully ignoring the fact that with more drops per person on each boss in 25s, they’d make up that deficit almost immediately, and would end up far better geared in the long run.


-------------------------------------------


As you can see, pretty much every argument I’ve seen claiming this is a disaster, or a bad change overall, has giant, gaping holes in it. I was trying to figure out why it seemed to be “gutting” the fun for some people, then I read this statement by Jerome Phillips, and it all fell into place [emphasis mine]:

“The competitive raiding scene is what drove me to play WoW. I started in a casual guild in Vanilla and as I discovered and grasped the concept of a 'top' guild I worked hard to become better at the game so that I could join one. I wanted to play the best and be the best and I worked for it and I still do. It is by far the primary reason I and the majority of players in my guild play this game. When I'm not playing WoW, I play MW2, COD4, and MvC2. Highly competitive games that force you to exert relentless dominance over your competitors and instill a sense of superiority and accomplishment in achieving a win and/or goal. This same feeling is why I and people in guilds such as mine play this game…why would anybody run 25-mans in Cataclysm? The hardcore players like myself have no sense of accomplishment and no discernable way to establish who is best.”

It became clear to me: these arguments that break down under scrutiny are actually smokescreens. The reality is: a lot of 25-man raiders were doing it because they liked feeling superior to 10-man raiders.*

The saddest part is that they don’t realize how artificial that superiority was. The only people who work harder in a 25 are the leaders. Period. The average joe in those guilds does nothing more than any 10-man raider does. In fact, 10-mans are tuned similarly to 25s for their own tier of gear (go look up the health and damage numbers yourself if you don’t believe me).

Right now, 25-man raiders can pretend they are better than any given 10-man raider, but the reality is that they don’t really know who’s better. After getting screwed over for years on end, please forgive me for not feeling sorry for the people who spent those years benefitting from the system that was screwing me now that they have to face - gasp! - the prospect of a more level playing field!

If you are a competitive person, wouldn’t you rather the playing field be evened so you can find out who’s really best, rather than getting a false sense of superiority from a rigged system?

There were tons of great players who chose 10-man, but never got any respect or recognition for their skill. With the artificial signal of superiority gone, that type of 25er is in for a rude awakening: you aren’t as superior as you thought, unless you yourself were organizing the raids.

Now we have a way to really establish who is best. And guess what – some of those 10-man raiders are going to be better than you.






OK, that would have been a great way to end the post. But I just can’t do it. As Larisa reminded me with this post, everyone in this argument has feelings, and many people are reacting more out of fear that their own raid group that they have grown to call home will be torn apart. In fact, I bet the vast majority of people arguing against the change are well-meaning and simply reacting to what they perceive as a threat to their current raiding group.

Of course no one likes that, and it’s understandable that perfectly reasonable people would be unhappy about it and be searching for way to convince others that it is a bad change when really they just don’t want to see their group broken up. In the end, I still hold the opinion that the old system was inherently broken and unfair and that the new system is a massive improvement to the game overall that must be done. But I extend my truly heartfelt condolences to anyone who loves the guild that they built under the broken system and might now see their friends torn apart by an improvement to the game.




*I said “a lot” I did not say “every” or even “most”. Please don’t assume I was talking about you unless you actually suspect you are that type of person.

Tuesday, April 27, 2010

Cataclysm Raid Changes Kill Guild Websites


The sky is falling!

My guild hosts it's site and forums for free on wowstead.com. We've never had any problems with the site. It's passable.

Almost immediately after the raid change announcement yesterday, the entirety of wowstead went down. It is still down.

Hm. Guild-shaking raid change that sends everyone into a tizzy of speculation about where their guild will end up comes out. Guild forum hosting goes down on the same day.

Coincidence?

Monday, April 26, 2010

It's finally happening. 10 and 25 sharing lockout and gear.


I'm in shock right now. I always hoped this would happen, but I never really believed it would.

http://forums.wow-europe.com/thread.html?topicId=13200223842&sid=1

Thank you, Blizzard. You just won yourself a purchase and months of subscriptions money that was in doubt until this moment.

Oh, and by the way? I designed this exact system exactly a year ago Saturday.


Update: To add to the debate and discourse, I'd like to call attention back to this post by Rohan:

http://blessingofkings.blogspot.com/2010/04/blueprint-for-endgame-raiding-gear.html

It puts forward a very plausible model for endgame dungeon tiers that creates an incentive to run two tiers at once. This could be a good solution to the "Blizzard's taking away half my raid IDs!" dilemma presented by the changes. To boil it down: If you clear the current raid tier and still want to raid, you can go back to the hard mode of the previous tier and still get useful gear.

Tuesday, April 20, 2010

Ghostcrawler on Population and Perception


Now that you've read what I have to say about population and perception's role in MMO design, here is Ghostcrawler's take. He says a ton of stuff that backs up my points. I came up with the idea for the post and wrote most of it before reading this. I swear it's coincidence that they share some similarities.

It's too long for me to quote here, so follow the link and read it. He makes a few specific points I'd like to touch on:

In GC's second post in the thread, he talks about why they don't balance around population, and how it's OK to not have all 10 classes at a perfect 10% balance.

I want to be clear about this: I agree with him that there is no need to strive for exact balance. There are devoted fans of every class and spec. They all appeal to some people. Just because fewer people are attracted to demonic wizards than they are to shining holy knights is no reason to simply nerf Paladins until their population is even with warlocks.

I also agree that simply nerfing a class to balance population is yucky.

But, I do not agree with his entire post. For one thing, simple aesthetic preference, or even game mechanic preference, are only responsible for part of a class's population. There are always people flocking to classes perceived to be overpowered, and avoiding a class they love because it seems underpowered. Acknowledging personal preference does not excuse you from having to consider population in your MMO design.

Also, he's thinking too small, just in terms of obvious numeric buffs or nerfs. To borrow GC's own phrase: there are more levers you can pull.

How about the races? Blizzard has already taken good steps in this direction by not allowing either of the new races to be Paladins, and allowing the new races to feature most of the less popular choices. But why can't Night Elves be Shaman?

How about group buffs? Being a hybrid is too desirable at the moment. Let them keep the current advantage of role switching without also piling on the legacy of buff variety that you held over from TBC in the name of not rocking the boat too much. Give BoK to rogues. Have Ret Paladins only give one bonus buff instead of 3 (yes, by simply being there and specced Ret, you give 3% crit, 3% haste, and 3% damage on top of replenishment, a blessing, and the aura's base effect. I'm not kidding. Currently, a rogue can bring, at max, ONE buff to a raid.) and spread some of them out to pure classes a bit more. Inviting a Paladin to your 10-man should be a trade-off: flexibility for utility. Balance it so on his own, a Ret Paladin does damage close to the rogue, and can switch roles if needed - but the rogue brings 5 buffs and the paladin only 2. So every Paladin you invite to your 10-man raid gives you more reason to add a pure class to make up for the buff deficit. Right now it's the other way around, exacerbating the population problem.

How about ease of play? Blizzard is pretty on-the-ball about balancing the potential dps numbers each class can reach. But they haven't done much lately to balance the ease of playing each class. It sounds like they may make strides in this direction in Cataclysm, especially by forcing Paladins to have a rotation that matches the others more, and by giving DKs, Rogues, Hunters, and Warriors more user-friendly resource systems, and simplifying the Feral Druid rotation. Make Paladins apply an array of debuffs while reducing the prerequisites and build-up time of "pure" dps specs, while leaving all specs with similar mathematical damage potential. Make Paladins and Druids have to wrangle their abilities carefully and thoughtfully to hold equal aoe threat to a Warrior or Dk who isn't even looking at the screen (ie reverse the current situation). All 4 classes should have the same threat potential, but it should be easier to reach that potential for the less flexible class, instead of the other way around.

Some example changes: Crusader Strike does less damage, but applies a debuff that increases the Paladin's holy damage. Divine Storm is no longer cost-effective on single-targets. Holy Shock becomes a go-to nuke on a longish cooldown, but Exorcism does more damage but requires an Art of War proc, which is harder to get. Judgements do more damage to enemies with the Righteous Vengeance dot ticking on them, so it makes sense to plan when you use it. Tanking Paladins find that Consecrate has a longer cooldown than its duration, meaning you -OMG - actually have to think about when to use it, god forbid!. Meanwhile, rogues spam SS and SnD/Evis.

OK, went off on a bit of a tangent there. Back to GC's post:

At one point, GC objects to a player who suggests that the classes at the top "should be made miserable" I object to that idea too! I agree that the goal is to make sure everyone has fun. But the problems I see with GC's stance are:

1) It's not a dichotomy. You can make moves to help balance class representation without making anyone miserable. In fact, the net result of such changes can actually be to increase overall happiness! I think it's disingenuous to suggest that population should be discounted as a balance concern because you don't want to make people sad.

2) Representation differences can often mean there is a real balance problem, or a dangerous perception problem. Either way, it may need to be addressed in a way that makes some players have less fun, temporarily, in order to make the game better and more fun overall.

He seems well aware of perception and population as issues, but I'm not sure he takes them as seriously as they warrant.

I'd like to close with the best and most perceptive GC quote of the whole thread:

"We know (and so we have to be very careful about it) that players will do monumentally unfun or even self-destructive things if it conveys even a small advantage."

Yet another reason why the developer's caretaking of the playerbase is so important, and why population balance should be a bigger consideration.

Population vs. Design, and the importance of perception


I recently made a giant poopy - I mean, post about population in Cataclysm. Now I'd like to go into why I think population matters.

There is some truth to the statement that forming a raid full of druids and paladins would be easy because they can cover all of the roles. Is it really that bad if a few classes dominate the population?


Yes. Yes it is. But why?

One issue is buff stacking. If you can cover most of the group buffs with only paladins and druids, but no other 2-class combo can, then those too classes have too much group utility. Another issue is comparative class advantages: there are going to be other benefits to other classes as well. For instance, my group would have it a lot easier in phase 1 Lich King if we had a rogue for Tricks of the Trade > FoK on the ghouls. Other examples include Death Grip (Malygos), Misdirect, and the strength of block tanks on Anub. If both your tanks are Paladins, your raid is not going to be as effective as if you had two tanks of different classes.

The last, and most important one, is perception. What the game seems to be matters as much as what it actually is, and how players feel is more important than what they are told is true.
The easiest example of why perceptions matters pops up every time a new patch comes out. A nerf to a class makes many players of that class feel weaker, and perceive their class as weaker, even if they were overpowered before and the nerf simply brought them into line (or even just made them slightly less overpowered!). Players become less happy with their class, and a bunch will even switch “mains” when this happens. I’ll use the case I’m most familiar with: Death Knights.

There was a time (Wrath release until ToC) when the majority of the population believed DKs to be overpowered. In some aspects, they certainly were. This belief was a major factor in their popularity. They are still very strong (outside of arena), but have been nerfed enough that their popularity has dropped precipitously. Every nerf lowered the number of DKs – especially as “mains” – even though they remained a powerful class. But being perceived as “nerfed” hurt them.

DKs also lost ground for being perceived as the weakest tank after they were nerfed in the ToC patch. They had been basically required for hardmodes in Ulduar, and were rebalanced in response to that. Their popularity fell even more as they became the only tanks without a block mechanic in the era of the auto-LFD-omatic. Facerolling heroics is a lot easier as a tank when you block big chunks of all the little hits coming your way. DKs are still good tanks overall, but they are harder to heal in heroics.

Death Knights are still a strong class: one of the highest raid DPS classes, effective in BGs, bringing a good mix of buffs, and effective tanks on any content that matters. But their population and time played is dropping precipitously because they are perceived as weaker than their competition.

On the flip side, Paladins have seen a surge in popularity from which the game itself has yet to recover. In the pre-Wrath patch Blizzard completely and utterly broke the game, making Ret Paladins into 2-shotting-during-a-stunlock Battleground GODS (at level 70. Few cared that they would be balanced at 80 and against resilience). This along with the efforts to balance all 4 tank classes and the perception that Paladins were the best AoE tanks (thank you Shattered Halls) led to an explosion in Paladin population. Let’s not even get into how much dual specs benefit them.


It sucks to feel like a sucker. It sucks to feel weak. It sucks to walk around Dalaran and have every other character you see be a Paladin or Druid. It sucks to watch groups fill up with half pink names. It sucks to have any group that is forming go out of its way to get a Paladin when none happen to be around. It sucks to hear “oh we need to get a Paladin for XX reason” or “Yay, 3 paladins!” in raid chat or vent.

And it really sucks to perceive that Paladins are better than all of the other classes, and to see everyone but Paladins agree with you (but they keep playing their Paladins no matter how much they fish-for-buffs-I-mean-complain, of course). Their population is out of control in part because they are perceived to be so much better.

It sucks to try a Paladin myself and realize that they are more effective and easier to play in every way. That’s right, I’ve got a new Paladin at level 80, currently grinding out triumph emblems in heroics. I’ve played him pretty much equally between Ret and Prot. In both of those roles, he is so much easier to play than any of my other characters, while being effortlessly effective. FCFS and Clash Resolution and 9-6-9-6-9 (for those of you who are familiar with Paladins) are simple to master. As a tank, the AoE packs stick to you like glue, and the short cooldowns and constant nature of Consecrate mean that you’re never caught without a strong response (unlike a DK who just used up his runes or a warrior with Thunderclap on cooldown, which btw GC used to rub their inferiority to Paladins in their faces here). I never have to worry about putting up diseases or combo points or rage or runic power. I just hit buttons. It’s ridiculous.

Pictured: the Paladin District in Dalaran

Regardless of where things are numerically or rationally: when players perceive imbalance, they will be less happy with your game. Their experience will be tarnished. Blizzard shouldn’t just rely on what the numbers say: they should put more stock in the playerbase’s perceptions.

Right now, the game is reasonably close to balance, if you look at it as a spreadsheet (not counting population numbers). But many players perceive some classes as being stronger, some as being easier, and the game being easier as a whole. These specific topics dominate the conversation about the game. It’s not good for your game, Blizzard.

Players do not like feeling like they are being punished for playing a class that is most appealing to them while it looks to them like Paladins and Druids enjoy advantage after advantage. And population matters a lot of each player’s enjoyment, because when they see players flock to a few seemingly advantaged classes, it makes them feel like a sucker, or feel forced to switch classes as well. Aside from that, the game gets kind of boring when you see the same class over and over. Forming a raid or recruiting is also a problem, because you are more likely to end up with another character of a class you already have enough of, and have trouble finding the classes that would help your raid the most (with utility, buffs, lack of gear competition, etc.)

Bottom line: population matters - and perception matters – to how fun your MMO is for the players.

Friday, April 16, 2010

Quote of the Day:


"I just hope that Blizzard is using some of that extra money to speed up their expansion development cycle, because *that* is where they are losing customers from right now."


Never thought I'd be afraid of a sparkly pony


First off, this hilarious video by Totalbiscuit:



I have verified -at much risk to life and limb - that the reference to homosexuals is not anti-gay, but just a statement that the sparkly pony is "faaaabulous!"


Anywho, quick statement on the horse: overall, I find the insanely high demand for the thing terrifying given it's price.

I am also kind of sickened by the (frankly unecessary) marketing ploys they're using to artificially increase demand.

But it doesn't scare me for the reasons you may think. I'm not worried Blizzard is going to compromise the integrity of the game by selling gear or achievements. I don't think Cataclysm will be an RMT-palooza.

But I am worried that the millions of dollars they just made in one day in return for a few hours of work by an artist and a programmer is going to . . . skew their priorities a bit. After all, they are a for-profit company, and in the end their goal is to make the most money, not make the best game. Making such good games is just a good way to make money.

Companies are meant to make money, and there is nothing wrong with that. I don't begrudge Blizzard the millions they made yesterday at all. Obviously, hundreds of thousands of people thought $25 was a fair price for a mount. I'm not even criticizing them. The whole thing was generally a win for everyone all around: people who wanted the mount for that price got it, Blizz made a ton of cash, and no one who didn't want the mount is hurt by the whole thing.

Or are they? (dun dun DUNNNNNN)

The only thing I'm worried about is a priority shift. Now that Blizzard has invested so much in laying the groundwork of creating a game that so many people love so much that hundreds of thousands of them are willing to pay half the cost of an entirely new video game just for a new graphic on their mount - quite an accomplishment in itself - what is their motivation to keep investing those resources into polishing the rest of the game? Are the i's going to be dotted and t's crossed anymore? Let's look at a hypothetical (and likely hyperbolic) example just to get my point across.

From Blizzard's point of view:

Option 1: Release an innovative, deep dungeon full of new art, cool lore, and great music, voice acting, and sound effects (think Ulduar). Make a number of new models and animations.

Option 2: Take half of those artists off of making the dungeon and have them design a few cool pets and mounts for the store instead. Phone in the dungeon with stale graphics and mechanics, very few bosses, and with every single enemy model fully recycled (think ToC).

Let's say both of those options cost the same amount of money. Option 1 has an indefinable value in keeping customers interested and excited about the game. But ToC showed that releasing a crap dungeon with no new assets will have little to no effect on subscriptions numbers (the main effect is lowering overall excitement for your game, which may eventually lead to a noticeable reduction in profits).

Option 2 will make you 3 million dollars in one day.

As a for-profit company, which of those two options do you pick?

That's why I'm worried that the rest of the game will start being phoned in. We'll see fewer new character models as the artistic resources get redirected towards filling the store. I'm scared that the game, overall, will get worse because spending those resources on pets instead is so much more financially attractive.


/sadface