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This theory could go a long way in explaining the slow death of World of Warcraft. Blizzard can make as much end-game content as they want but the fact remains
by BigJono 10y ago
This theory could go a long way in explaining the slow death of World of Warcraft. Blizzard can make as much end-game content as they want but the fact remains that the average new player starting out is faced with 12 years worth of content that is so ridiculously easy that there's a very real chance they will go through it all without dying once.
- niftich 10y agoThose not dying at least once have clearly never experienced the wonder that's auto-matchmaking 5-man instance dungeons. If anything, WoW's big problem is that an average new player starting out is faced with 12 years worth of content they have to rush through to get to max level endgame, where the vast majority of in-game social life occurs. The innate incentives of experiencing the storyline and zones doesn't compete favorably with the huge social incentive of wanting to join your friends at endgame as quickly as possible. In WoW, just any zone-leveled game, old content quickly becomes obsolete once it's superseded with newer content, and only delivers a fraction of its original value. Pokemon GO doesn't have this problem (for the simple reason of tying their in-game geography to real-world geography), but also has a very shallow gameplay where the novelty will wear off quickly. If they can expand gameplay mechanics quickly before players abandon it, they may have a sustained hit.
- y4mi 10y ago> Those not dying at least once have clearly never experienced the wonder that's auto-matchmaking 5-man instance dungeons. urm, tanks can solo the 5 man dungeons, so it doesnt really matter what the rest of the group does anymore...