First of all: I’m having a blast as I’m questing my way through the new zones of Cataclysm. There’s so much to love – so much beauty, so much imagination, so many new and thrilling quests, especially in my current zone Uldum, which has blown me away on several occasions.
So don’t get me wrong. What I’ve seen of Cataclysm so far has lived up – or even exceeded – the somewhat crazy expectations that have been built up ever since the announcement at Blizzcon 2009. But I have a little thought of doubt: hasn’t the questing in WoW become just a little bit too streamlined?
Following the pathways
Everywhere I go, I see players following the pathway that Blizzard has put out for us. Strictly speaking I reckon I could deviate from it. It’s not like when you’re hiking in one of those heavily populated nature reserves where you’re more or less forced to follow the assigned trail to preserve the surrounding grounds. But in practice this won’t happen. The quests are supposed to be done in a certain order; one thing leads to another, moving between phases. Woe the player who dares to break the quest chain! No more quests for you, ungrateful scum! Leave the trail and you’ll be condemned to trash grinding your way to 85 killing nothing but murlocs.
Every now and then, without previous notice, the screen goes black and I’m suddenly thrown into a mini cinematic of some sort. And this adds to the feeling of linearity. It’s even more linear than the experience of reading a book or seeing a movie. When you’re consuming something in those media, you can always go back. You can replay the scene you came to think about on your dvd or you can go back and look at the previous chapter if you get lost in the novel. WoW is much less forgiving. If you get distracted in some way, you’ve missed it.
A moving walkway
Over and over again an image pops up in my head: the image of the moving walkway in the room where they keep the royal jewels at The Tower of London. The only way you can see them is by standing on that walkway, and it passes those jewels at set, nonnegotiable pace.
You blinked as you passed? Your toddler came by as the quest cinematic was running? You got a phone call and didn’t see that scene where Harrison swings around in his rope on the giant statues? Too bad for you, but the conveyor band has moved passed the jewels and the exit is there. You’ve completed the quest, here's your reward! (Which on a side note feels rather bizarr - why are we rewarded for doing nothing but staring at our screen, drinking coffee?) What are you waiting for? Hurry up, step into the next rollercoaster ride! Want to see it again? Sorry, mate. Roll an alt or check YouTube. You're in a different phase now and the ride only goes in one direction.
Who’s driving?
Tam asked: “Who’s driving this story?” and my answer is simple: it certainly isn’t me. I feel like a marionette doll, secured in the threads under the rule of the designers, in a way that I’ve never ever felt before.
I remember how I back in the days sometimes used Jame’s levelling guides, with mixed feelings. It was efficient levelling on one hand, but it took away a bit of the “a virtual world to explore” feeling from the game. It quickly became a threadmill, with a tunnel vision focus on the XP/hour rate, rather than on the thrill of adventure and uncertainty.
The last few years Blizzard has taken WoW in a direction where the guides and quest addons aren’t needed anymore. It’s all built into the UI, showing where to go and what to do next, and into the pipeline quest design. The tendency started in Wrath, but Cataclysm takes it up to the next level.
I reckon it’s my lack of experience from other games that makes me react against it. Maybe this is the way that stories normally are told in games?
I’ve become used to – and fond of - Blizzard’s open-world-design. I know that some old school players sneer at it, thinking it’s more of a theme park for players that lack any kind of imagination of their own, than a sandbox where you can make anything happen.
The same meal
Until now I’ve always thought that the theme park accusations were unfair and that there were more player freedom and options than you’d think of at first sight. You could tweak your WoW experience into something different from everyone else’s. I didn’t have such a strong feeling that we’re all having the same standard hamburger meal as I get in Cataclysm.
It’s an awesome hamburger, the best one they’ve ever made. Shiny. Entertaining, full of surprises. I don’t think I’ve ever felt as curious, excited and involved as I’ve been exploring Uldum for instance. I’ve even started to read the quest texts for some reason, and this fact surely must be a sign of a huge improvement. Quest design taken at a new level!
Perhaps I just have to take the bad with the good. Maybe there isn’t any other way to make the design than by forcefully leading us through certain pipes?
Another thing to remember is that I haven’t yet dipped my toes into Archaeology. From what I’ve heard it might offer a counterweight to the streamline questing, giving the sense of freedom, exploration and individuality that rollercoaster rides somehow lack.
It’s too early to make the call what impact the changes to questing will have on us, too early to say if we’ll enjoy all those cinematics as much next time we bump into them, or if they’re just an annoyance, “been there, done that”.
But I can’t quite get the image of the walkway at The Tower of London out of my head. The thought is a little disturbing.
Perhaps it's there because it tells us something about our real lives. Am I living my life as if I was in a sandbox, a world of freedom and possibilities, where I'm in charge of myself? Or am I just idly standing there on the conveyor belt, waiting for the trip to end when Life is done with me?
The thought crosses my mind and I pick it up and look at it briefly, before I carefully put it back in my backhead again where it came from. Some things are too scary to give a full examination.
So don’t get me wrong. What I’ve seen of Cataclysm so far has lived up – or even exceeded – the somewhat crazy expectations that have been built up ever since the announcement at Blizzcon 2009. But I have a little thought of doubt: hasn’t the questing in WoW become just a little bit too streamlined?
Following the pathways
Everywhere I go, I see players following the pathway that Blizzard has put out for us. Strictly speaking I reckon I could deviate from it. It’s not like when you’re hiking in one of those heavily populated nature reserves where you’re more or less forced to follow the assigned trail to preserve the surrounding grounds. But in practice this won’t happen. The quests are supposed to be done in a certain order; one thing leads to another, moving between phases. Woe the player who dares to break the quest chain! No more quests for you, ungrateful scum! Leave the trail and you’ll be condemned to trash grinding your way to 85 killing nothing but murlocs.
Every now and then, without previous notice, the screen goes black and I’m suddenly thrown into a mini cinematic of some sort. And this adds to the feeling of linearity. It’s even more linear than the experience of reading a book or seeing a movie. When you’re consuming something in those media, you can always go back. You can replay the scene you came to think about on your dvd or you can go back and look at the previous chapter if you get lost in the novel. WoW is much less forgiving. If you get distracted in some way, you’ve missed it.
A moving walkway
Over and over again an image pops up in my head: the image of the moving walkway in the room where they keep the royal jewels at The Tower of London. The only way you can see them is by standing on that walkway, and it passes those jewels at set, nonnegotiable pace.
You blinked as you passed? Your toddler came by as the quest cinematic was running? You got a phone call and didn’t see that scene where Harrison swings around in his rope on the giant statues? Too bad for you, but the conveyor band has moved passed the jewels and the exit is there. You’ve completed the quest, here's your reward! (Which on a side note feels rather bizarr - why are we rewarded for doing nothing but staring at our screen, drinking coffee?) What are you waiting for? Hurry up, step into the next rollercoaster ride! Want to see it again? Sorry, mate. Roll an alt or check YouTube. You're in a different phase now and the ride only goes in one direction.
Who’s driving?
Tam asked: “Who’s driving this story?” and my answer is simple: it certainly isn’t me. I feel like a marionette doll, secured in the threads under the rule of the designers, in a way that I’ve never ever felt before.
I remember how I back in the days sometimes used Jame’s levelling guides, with mixed feelings. It was efficient levelling on one hand, but it took away a bit of the “a virtual world to explore” feeling from the game. It quickly became a threadmill, with a tunnel vision focus on the XP/hour rate, rather than on the thrill of adventure and uncertainty.
The last few years Blizzard has taken WoW in a direction where the guides and quest addons aren’t needed anymore. It’s all built into the UI, showing where to go and what to do next, and into the pipeline quest design. The tendency started in Wrath, but Cataclysm takes it up to the next level.
I reckon it’s my lack of experience from other games that makes me react against it. Maybe this is the way that stories normally are told in games?
I’ve become used to – and fond of - Blizzard’s open-world-design. I know that some old school players sneer at it, thinking it’s more of a theme park for players that lack any kind of imagination of their own, than a sandbox where you can make anything happen.
The same meal
Until now I’ve always thought that the theme park accusations were unfair and that there were more player freedom and options than you’d think of at first sight. You could tweak your WoW experience into something different from everyone else’s. I didn’t have such a strong feeling that we’re all having the same standard hamburger meal as I get in Cataclysm.
It’s an awesome hamburger, the best one they’ve ever made. Shiny. Entertaining, full of surprises. I don’t think I’ve ever felt as curious, excited and involved as I’ve been exploring Uldum for instance. I’ve even started to read the quest texts for some reason, and this fact surely must be a sign of a huge improvement. Quest design taken at a new level!
Perhaps I just have to take the bad with the good. Maybe there isn’t any other way to make the design than by forcefully leading us through certain pipes?
Another thing to remember is that I haven’t yet dipped my toes into Archaeology. From what I’ve heard it might offer a counterweight to the streamline questing, giving the sense of freedom, exploration and individuality that rollercoaster rides somehow lack.
It’s too early to make the call what impact the changes to questing will have on us, too early to say if we’ll enjoy all those cinematics as much next time we bump into them, or if they’re just an annoyance, “been there, done that”.
But I can’t quite get the image of the walkway at The Tower of London out of my head. The thought is a little disturbing.
Perhaps it's there because it tells us something about our real lives. Am I living my life as if I was in a sandbox, a world of freedom and possibilities, where I'm in charge of myself? Or am I just idly standing there on the conveyor belt, waiting for the trip to end when Life is done with me?
The thought crosses my mind and I pick it up and look at it briefly, before I carefully put it back in my backhead again where it came from. Some things are too scary to give a full examination.