Why World of Warcraft: Forever is Not for Me

What has become clear to me over the years, is that fans love for World of Warcraft is not solely based upon the game itself. Often those who enjoy the game qualify their feelings within a wider context. What made WoW so great for them was the time, the place and the people. Where people where at in their lives. The group dynamic is a major aspect of this as Raids are a key part of WoW and not an optional extra. Often fans cut their teeth with WoW at a time when it was “the” MMO and there wasn’t as much competition. Gaming was also a far more niche pastime in the early 2000s and as such fostered a somewhat unique sense of camaraderie. Hence WoW is more than just a multiplayer game but a pop culture archetype. I suspect that this is what Blizzard wants to tap into with WoW Forever. Older players may well rediscover the old magic. However, I don’t know if a comparable experience is available to new players.

I have no relationship with WoW. No history, no nostalgia, no anecdotes. So for me I have simply been presented with a re-tooling of a classic MMO. As such it has aspects that are very modern and others that are patently old school. Having played WoW Forever for several days across three alts, there are several aspects of this game that have struck me. The first are the quests and storyline. Obviously in the various starter zones, quest can be somewhat arbitrary as they’re often just means for players to learn skills and game mechanics. However, once you progress further into the virtual world there is a noticeable disparity between what are obviously legacy quests and those which are newly written. Some players have always favoured the grounded, low-fantasy world-building and the way the lore is delivered. As someone who favours strong narratives, the text only quest bestowal seems somewhat dated and fragmented.

WoW Forever has not made any bones about its intention to return to a more group centric approach to the gameplay. Hence, this iteration of the game revives “friction-based” design to reinforce social dependency between players. Enemies hit hard, mana and health regenerate slowly, pulling multiple mobs at once can prove fatal for solo players and elite quests cannot be beaten by brute-forced alone. However, when a player is part of a group comprising of the correct composition, as intended by the developers, each classes respective skills rotations interlock. One player controls crowds, another manages threat while another heals. If you play predominantly solo, there will be skills and mechanics tied to other classes that you do not have access to, making combat a harder undertaking. It is not impossible but it is by intention suboptimal. There are also long stretches of downtime where you’ll be eating or drinking between fights.

For me, with regard to my personal preferences and play style, I am not enthused by the combat in WoW Forever. Unlike MMORPGs that rely on reactive chains, active dodging, or tactical animation queueing, Forever runs on a strict 1.5-second Global Cooldown (GCD) and deterministic mathematics. Because the underlying architecture is two decades old it has been heavily analysed or theorycrafted by players. The result is a form of combat that is exceedingly procedural. IE maintain a damage-over-time debuff, use your skills with the longest cooldowns tactically and lean into the prevailing meta rotation for your class. You can do the opposite and improvise using your own style but the game doesn’t accommodate such an approach gracefully. WoW Forever was allegedly designed to make classes more flexible with less reliance on orthodox strategy but compared to other MMOs, I find it still quite rigid.

When I play an MMO, I prefer to improvise and to use skills in a manner that feels right, rather than just follow a pre-determined pattern. Although I like to know what each skill does, its cooldown and induction costs, I’m not especially interested in any more than that. I have never found theorycrafting or min-maxing especially fun. For me I look at stats of an item I have equipped and expect higher numbers on any replacement item. Gaming has always been about the fun of playing and the story, rather than the enjoyment of mastering the numbers that underpin it all. I don’t especially like spreadsheets and I feel that combat in WoW is just too much of a line dance. However, I recognise players can experience exactly the same systems in opposite ways. One can find the predictability of combat in WoW Forever either reassuring, boring, or even insufficiently complex. Gamers often hold a variety of opinions and find different things to love or loathe in their game of choice.

So where does that leave me with regard to WoW Forever or indeed with WoW per se. I shall try a few more classes and will continue to potter about in-game for the next week or so. One thing that it is nice to see is a server filled with players. I don’t go in for the social aspect of the genre so much these days but I always like to see a major town in a game heaving with other players. However, taking stock of the bigger picture, I suspect that WoW in any iteration is just not for me. The game, associated culture and its glory days are simply something that has passed me by and trying to get into this particular “scene” so late in the day doesn’t feel credible to me. It as if I’m being encouraged by popular culture to reconnect with something that I was never connected to previously. I certainly see why people like the game and many of the aspect that don’t resonate with me are exactly the elements that make it so enjoyable to others. Furthermore, it’s fine to feel this way because you cannot like everything.

Roger Edwards
Writer & editor of Contains Moderate Peril. A website about gaming, genre movies & cult TV. Co-host of the Burton & Scrooge podcast.
http://containsmoderateperil.com
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