World of Warcraft: Forever Beta

I started playing MMOs in late 2008 by which time the genre was clearly established and dominated by one particular title, World of Warcraft. I chose to play The Lord of the Rings Online, mainly because of my love for the intellectual property the game is based upon. I still play LOTRO today. However, I was very aware of popularity and significance of WoW at the time. It pretty much set the rules for how you design a MMO and it did much to move on from the previous gameplay parameters set by such titles as Ultima Online and EverQuest. It was also the MMO that every other developer was trying to beat. Another compelling factor regarding WoW is that everyone I knew at the time was either actively playing it or had done so at some point. It was for many gamers, the go-to title for socialising. Finally around early 2010, I tried a free trail of WoW to “see what all the fuss was about”. Simply put, I felt that it wasn’t for me.

I started playing MMOs in late 2008 by which time the genre was clearly established and dominated by one particular title, World of Warcraft. I chose to play The Lord of the Rings Online, mainly because of my love for the intellectual property the game is based upon. I still play LOTRO today. However, I was very aware of popularity and significance of WoW at the time. It pretty much set the rules for how you design a MMO and it did much to move on from the previous gameplay parameters set by such titles as Ultima Online and EverQuest. It was also the MMO that every other developer was trying to beat. Another compelling factor regarding WoW is that everyone I knew at the time was either actively playing it or had done so at some point. It was for many gamers, the go-to title for socialising. Finally around early 2010, I tried a free trail of WoW to “see what all the fuss was about”. Simply put, I felt that it wasn’t for me.

Why did I not like it? Well for starters, I felt that the combat was too regimented. Then there was the matter of the “prevailing meta” that was an integral part of the game’s culture. If you’re character deviated from established builds and you played “your own way”, rather than following an established rotation, then you quickly found yourself marginalised by the wider WoW community. It felt to me like the gaming equivalent of line dancing and organised, structured fun. Plus, I didn’t really like the art style of the game, which is another pretty big aspect of brand. So I finished my trial and moved on to Star Trek Online, which had just launched. I don’t think I bore any ill will towards WoW. I just concluded that it wasn’t for me, like a brand of beer or a specific style of cuisine. Oddly enough, although I never returned to playing the game, I’ve always followed the gaming news regarding it. Mainly because being the biggest MMO in town, it is kind of a barometer for the genre as a whole.

Roll on 16 years and there was the recent announcement regarding World of Warcraft: Forever. This new, augmented version of WoW is launching on November 4th, 2026. However, there is an ongoing open beta test available at present, running to the end of October. I was immediately intrigued by WoW Forever as it serves as Blizzard's direct alternative to Old School RuneScape and Guild Wars 2. By which I mean it focuses on a permanent world with a fixed level cap and horizontal progression, rather than a cycle of endless level increases and reinvention. WoW Forever will avoid a seasonal gear treadmill where old achievements are rendered obsolete by a new expansion pack. Furthermore the level cap will be 60 permanently. It uses the original 2004 map of Azeroth as its foundation where developers can add brand-new content built specifically for the game’s fixed parameters. There have also been some graphical improvements for modern hardware.

For someone like me, WoW Forever provides an excellent new point of entry into the franchise rather than the other two iterations of the MMO that are currently available. Retail WoW, a game that has evolved over 20+ years, has too much baggage to overcome and an established playerbase that exist around endgame. WoW Classic, the pure 2004 nostalgia re-release, is the version I initially encountered 16 years ago (or as near as damn it) and therefore not the experience that I’m looking for. The other advantage of Wow Forever, is that it is a level playing field for both old and new players. Potentially a great way to experience the soul of the game but with the benefits and refinements inherent in modern MMO game design. Personally, I think it is a golden opportunity for me to try the game again. Hopefully the various changes, along with my more open minded approach, means that this time round I should have a more positive experience.

Let it suffice to say, today I bought the Skyborne Epic Pack of WoW Forever, which includes access to the beta, 30 days of game time, transmog sets, a couple of mounts and some other cosmetic items. I thought if I was going to give the game a serious try, I should spend some money to potentially add to the experience. I already had Battle.net installed so loading the game client was easy. Once that was done, I finally logged into the game for the first time in 16 years and created a new character. I purposely minimised the amount of research I did before hand, as I don’t want my experience to be determined by anything other than the free choices I make. Furthermore, I want those choices to be primarily driven by fun. I enjoyed immensely, creating my first character, a Dwarf Hunter. I also find naming my alts an amusing process. There is also a very nostalgic element to be back playing an MMO in beta testing.

WoW Forever Beta Test (1)

When I finally logged into WoW Forever, I spent a couple of hours playing through the starter zone and orientating myself within the game. Navigating around the UI was very straightforward and intuitive. There are plenty of tooltips and the game anticipates the sort of minor questions that can stump new player, unfamiliar with the genre. For example I dragged a newly acquired item of gear from my inventory to my character panel and the appropriate location for them was immediately highlighted. Such attention to refinement and detail is most satisfying. I quickly figured out my three default combat skills and determined the most effective way to use them. There were a few things I had to look up, such as re-centring the camera but by and large, I quickly adapted to this game. The only thing that wrong footed me was that I was expecting a lot more voice acting.

I intend to continue to writing about my experiences playing WoW Forever over the weeks to come. I’m sure many of my observations will be considered “old hat” by veteran WoW players but that’s not really my intended audience. I suspect that WoW Forever will attract a great deal of new players, who like me are having to navigate a game that comes with a great deal of pop culture baggage. I am also interested in the wider perspective of Blizzard’s new endeavour to see if it increases interest in the MMORPG genre in general. If WoW Forever proves a commercial success and manages to sustain a player base, will the publishers of existing MMOs consider renewed investment in their products? It is certainly too soon to talk about a renaissance in the genre but it seems an intriguing possibility. As ever, it’s a question of watch this space and see what the next 6 months bring.

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Gaming, Soft Launch, Beta Testing, Magic Legends Roger Edwards Gaming, Soft Launch, Beta Testing, Magic Legends Roger Edwards

Soft Launches

I thought Magic Legends was being beta tested when it appeared on my Arc launcher along with PWE’s other games. Silly me. Apparently, I was mistaken and Magic Legends is being soft launched. Because the game is selling stuff already. To date we have an unoptimized game suffering major performance issues and lag, with the added bonus of an egregious monetisation. People aren’t happy. There are all the technical issues associated with beta testing along with the early introduction of a predatory business model. Bravo. The idea of a soft launch is to maintain a relatively low profile, compared to a traditional hard “the game is totally ready” launch. That way you can tinker with your game client in a reactive fashion and introduce new features, ensuring that you keep your current customers onboard. However, if you do it wrong, you can piss off not only your existing customer base but cause a stink that prejudices future punters.

I thought Magic Legends was being beta tested when it appeared on my Arc launcher along with PWE’s other games. Silly me. Apparently, I was mistaken and Magic Legends is being soft launched. Because the game is selling stuff already. To date we have an unoptimized game suffering major performance issues and lag, with the added bonus of an egregious monetisation. People aren’t happy. There are all the technical issues associated with beta testing along with the early introduction of a predatory business model. Bravo. The idea of a soft launch is to maintain a relatively low profile, compared to a traditional hard “the game is totally ready” launch. That way you can tinker with your game client in a reactive fashion and introduce new features, ensuring that you keep your current customers onboard. However, if you do it wrong, you can piss off not only your existing customer base but cause a stink that prejudices future punters.

There is reason and logic behind soft launches. If you search via Google you’ll find numerous articles about the subject extolling the virtues of this business practice. If implemented correctly, it can yield the following results:

  • Determine which market you’d like to target on full launch.

  • Pick the most suitable location for your soft launch accordingly.

  • Optimize your games online presence.

  • Measure your success in acquiring new users.

  • Find out at what point you’ve successfully retained a new user.

  • Calculate the “Life Time Value” of users.

  • Evaluate your monetisation model.

  • Determine how your users like to share your game with others.

  • Fix any bugs that users report.

However, if you undertake all of these with the subtlety of a blow to the head with a Teflon frying pan, you’ll more than likely fail. Because as you can see, a soft launch is a practise designed primarily to benefit the vendor of the product, rather than the customer. And customers, especially gamers like to be made to feel special (IE told a load of old bollocks). If they realise they’re just a rat in a maze, then they tend to take it personally. Which is why I prefer the old school practise of alpha and beta testing, followed by the launch of a completed product that is good to go. Sadly, that is something we seldom see in the video games genre these days. The industry has become aware that they can get away with things, despite the pushback and opprobrium that comes with pre-orders, soft launches and day one patches.

All too often the lifecycle of a game is as follows. A hyperbolic announcement followed by an excess of hype throughout the development. Early access that is a hot mess followed by a cheeky soft launch of a flawed and incomplete product. The first six months is filled with player hostility until multiple patches eventually lead to a viable release. All sane players opt for the “game of the year edition”. Overall, it’s a very unsatisfactory system. Yet despite all the cogent arguments raised against it, such practises continue to prevail and are indulged because a percentage of gamers are overwhelmed by the hype tsunami and a “take my money now” mindset. Hence it will be interesting to see whether Magic Legends has “pissed on its chips” to coin a British colloquialism, or whether six month from now, all will be forgiven or forgotten. I have a feeling it will be the latter, which is greater news for business but bad news for consumers.

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