Will World of Warcraft: Forever Meet Player Expectations?

World of Warcraft: Forever becomes available today at 23:00 GMT in the UK. Having participated in multiple MMORPG launches over the years, I expect server queues, lag and difficulty securing character names, if you haven’t done so already. I’m sure once people finally log into the game it will be very atmospheric and affable. Due to the volume of players in the starter areas, I suspect not much will get done but I find that game launches are more about the experience and creating memories, rather than progression. Although I am excited about the launch, I think what happens over the next thirty days, has the potential to be far more interesting and significant. I expect there will be record numbers of new players trying WoW Forever tonight and in the days to come. No doubt many will find everything to their satisfaction. However, I am curious about those who try the game and decide that it is not for them. I’m interested in those who potentially quit.

I took part in the recent Beta test for WoW Forever but I didn’t make any major progress. For me it was more a case of finding my feet. Having never played the game before, I am not especially familiar with some of the games systems and mechanics. I played for a while but did not travel beyond the starter zones. Everything that I saw and experienced conformed to my existing assumptions about MMORPG games. However, having watched a YouTube video on this very subject, I am now aware of some substantial differences between WoW Retail and WoW Forever. Differences that may not suit Retail players or completely new players coming from other MMOs with less “friction”. Things such as automatic dungeon matchmaking, flying mounts, instant changes to talent specialisations and enemy scaling. Forever treats these aspects of the game differently to retail. Plus a “corpse run” is alien to me as a LOTRO player.

WoW Forever has a Group Interface that allows players to assemble a team for a dungeon but they still have to get there on under their own steam. There is no teleporting or access to flying mounts. Regular mounts are available at level 40. WoW Forever also requires players to visit a class trainer if you wish to change your build. There is no changing on the fly. Perhaps the most significant difference is fixed-level regions and enemies. If you go somewhere you’re not prepared for, then it will likely go badly. I can confidently predict that these distinctions between Retail and Forever, will be a source of complaint quite quickly. For every player who has done their research to determine whether the game suits their preferred play style, there will be at least another two who haven’t and the game mechanics will be a big surprise for them. Hence, I agree with the sentiment expressed in the video and I suspect a lot of new players will quit quite quickly.

At present, there are a lot of games that I would like to explore further. I am still two and a half expansions behind in LOTRO. I also want to return to Crimson Desert and make further progress. Hence, my approach to WoW Forever will be slow and steady. I think such a mindset is possibly the best for a game that seems designed as an antidote to the usual rush to level cap. I will be very interested to see what the statistics for WoW Forever show over the next few weeks. More to the point, will I be one of the new players quitting? Time will tell. The latest iteration of LOTRO has numerous conveniences and quality of life mechanics. A few years ago I played on the Echoes of Angmar server, which runs LOTRO as it was back in 2007 and it is a very different beast. So at least I have realistic expectations regarding WoW Forever. It’s not going to be a cake walk. Oddly, at present that seems like quite an appealing prospect. Let’s see how long it takes for the novelty to wear off.

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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