BloatedGuppy said:
No, I knew what you meant. I've just found the expectations players have for MMOs to be kind of amusing, myself included. We expect hundreds if not thousands of hours of quality game play, and act aggrieved when we get bored or the content runs out. There isn't another genre in existence where these kinds of outrageous expectations are commonplace.
I don't feel aggrieved when it comes to the content. I'm just not excited for it. There's nothing that I'm looking forward to like I did with the previous expansions. I don't feel any resentment at all because, as you've said, I've gotten thousands (I'm not going to kid myself with 'hundreds') of hours of gameplay over the years. I've had a lot of really good times, I've made great friends that I keep in touch with even outside of WoW, hell... I have
WoW to thank for my marriage.
I've already bought the expansion, I pre-ordered it the day they made that an option, based purely on that. I'm not angry with them for not catering to me, because it's my tastes that are changing. I'm willing to give it a chance, but if I cancel my subscription it's not going to be a rage quit. It's just going to be pragmatic; why pay a monthly subscription for a game that I'm not playing because I've moved on?
It's a change that needed to be made, and should reflect well on the game play if they're able to get more mechanical complexity into encounters through other means. Having a library of 30-40 buttons, many almost uselessly situational, is a ridiculous case of UI opacity and becomes a barrier to entry for new players who haven't spent years adjusting to it. There's a strong case to be made that it isn't particularly skillful design, either. There should be "things for the player to be doing" rather than going through rote memorization on some enormous rotation.
I'm not entirely sure that it
needed to be made. There certainly didn't seem to be much outcry about it. Those situational abilities were what separated "skilled and useful" from "highly skilled and indispensable." You could completely take them off your cast bars and still be a great player, but learning to recognize when to use those abilities and actually doing so gave a clear edge. As it is, most classes had already veered away from "rotation" toward more of a priority system prior to the change. It was certainly more engaging than the current system, which seems almost across the board to be mostly just mashing one or two buttons and that's about it. The complexity seems to be rapidly disappearing all for the sake of clearing up cast bars of the people that probably could have just ditched those abilities anyway and been fine.
Maybe I'm just a product of a different time. I grew up with RPGs that didn't hold your hand constantly. I'm not against streamlining, but too much of it just makes things far too easy. It's a trend I've been seeing in gaming, not just
World of WarCraft, for a few years now. I want to actually master mechanics to be the best player that I can be, but when you take all complexity out of them it kinda cheapens the experience. That said, 26 is
far too young to feel like the stereotypical old dude waving his cane and ranting about whatever new trend has come up in pop culture.