Then level boosts in Classic WoW were introduced. Now, the PvP scene took a different turn as players aimed for higher rank, even in the pool of toxicity that is Classic WoW PvP. Players quickly became bored and moved onto something else in terms of PvE. They’ve long since hyper-optimized the gear, the routes of progression, and everything else such that the content has become a joke to complete. However, players already completed the content before. The release of classic WoW was ultra popular and saw a rise in players that WoW has not seen in a long time. When there were no level boosts and you earned your progress in a way that was fun and most importantly, meaningful. So players were angry and looked back to a better time. It’s like they want you to redo all your hard work on your second character just to improve their player retention rates and waste your time. Also, the progress in your secondary system does not carry over to your alt accounts which makes redoing the process that much worse. In addition, there are secondary systems like Covenants, renown level, grinding stygia, the maw, Torghast, and others that frustrate players because they feel like they have to do content that isn’t fun in order to progress. That gold can be used to purchase some of the best gear and in addition pay for carries to achieve what people would consider to be the endgame content (Mythic Raid or PvP carries for example).Ĭurrent WoW players are also unhappy with the constant addition of borrowed power systems that invalidate your hard work every time an expansion comes out. In today’s WoW, you can pay for tokens that can be exchanged to get you as much gold as you want. In contrast to WoW back in the day, there wasn’t really anything you could achieve of value by paying your way for it or at least it wasn’t as accessible as it is today. Today, there are level boosts and ways to expedite the leveling process such that it’s not unheard of for a player to obtain max level in a matter of hours. There were no shortcuts or easy methods of obtaining that goal. It used to be a game that required you to grind and work towards max level. However, a consequence of innovation is potentially creating or updating content that the players may dislike.įor example, World of Warcraft has changed so much over the years. In a paradoxical nature, the players want the game they play to continually have new updates, new features and places to explore. I can think of two reasons - Lack of satisfaction with the direction of the current game and Pure Nostalgia Now to get to the bottom of this we need to ask ourselves - What drives that player demand for a retro version of a game such as classic WoW and OSRS? Profit, which is in turn driven by player demand. Now these are all companies and every company wants to make money so this can easily be answered with reason number 1. What would drive a developer to create an older version of their own game? I’ll be comparing the seemingly failures of WoW Retail to RS3 and WoW classic to OSRS. I’m going to be taking a look into what initially made these games successful and why one seemingly “died” and the other succeeded. The two examples I’m going to use and compare are WoW Classic and OSRS. There’s this trend of creating older games that, whether we like them or not, evoke powerful feelings of nostalgia when we look back and consider playing them. Now what came to mind when I mentioned those games?
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