
Players should want to dive into the raid based on the quests they have done. WotLK balanced all three elements fantastically. Dailies that shift and create story as they unfold would be ideal.Īs with WotLK, these dailies also need to be tied into the endgame story, endgame dungeons, and raids in some way. Zone-wide dailies might be a good place to start. These zones need to feature story content and repeatable, daily-like content that encourages players to become immersed in an entire zone and not just a tiny part of it. Two endgame zones would be ideal since it would split up the population a bit. Tanaan should have been included in the expansion’s launch. Legionshould feature at least one fully-realized endgame zone at launch. Players had oodles of group quests, normal quests, and dailies to partake in after hitting level cap. This is one reason why The Burning Crusade and Wrath of the Lich King were both such strong expansions. More emphasis needs to be placed on the replayable, endgame-relevant world content layers of WoW. WoD had one of the best leveling experiences WoW has had in a long time, but without a strong endgame, any type of leveling system simply falls flat. Right now, the balance is still skewed far too much towards the leveling experience. I firmly believe that if Blizzard started paying equal attention to both endgame world content and leveling content, a much better balance could be found. Daily quests could easily be replaced with a more original type of repeatable system (large weekly sets of objectives that would give players more time to complete them, perhaps?), but how they are implemented might be more important than their exact details at this point in time. What changes could the game’s next expansion, Legion, bring that would change world content in World of Warcraftfor the better? Improved Daily Quest/Endgame Objective Systemįirst of all, Legionneeds to have a better daily quest/endgame objective system. There’s very little replay factor in Tanaan or in any zone right now. World content in Warlords of Draenor can essentially be summed up in one sentence: Do it until you get what you need, then leave it in the dust. “Why are we killing all these demon things? Who knows, but let’s kill them again tomorrow!” isn’t very interesting, nor conducive to immersion.


While some bonus objective areas have small questlines attached to them, they’re not nearly as interesting as most daily hub questlines are. The system mimics Guild Wars 2’s “heart” objective system entirely, but Blizzard missed one crucial detail-in GW2, those objectives are a one-time deal that essentially take the place of side quests. The trouble with WoD’s Apexis Crystal/bonus objective area system is that the objectives become extremely monotonous after you do them a couple times. They’re also instanced, of course, which takes away all of the supposed “danger” the wilds of Draenor were advertised as having. They never change and can essentially be maintained from a smartphone app if the possibility existed. Garrisons don’t provide immersion because they don’t quite mimic the wilds of Draenor. World content ensures one very vital requirement is being met in an MMORPG: immersion.

Without strong world content, players quickly stop seeing the need to log in unless they enjoy raiding or hardcore dungeon farming. An MMORPG needs strong world content to remain relevant as an expansion ages. This savage place that was supposed to be Draenor felt like a tram tour with random gift shops on the side and one main attraction-that big raid up ahead.ĭespite the fact that WoD’s raids were rather well-made and included a handful of super fun fights (Hans & Franz and Thorgar probably being the most notable), the loss of world content that remained relevant after players hit level cap was a tough hurdle to get over. And even then, once flying was achieved and any reputation climbs were completed, the draw of Apexis Crystals just wasn’t enough. Raids were brought to the forefront like never before due to the fact that there simply wasn’t much to do in the wilds of Draenor at endgame until Tanaan was introduced. Among all of the different World of Warcraft expansions, Warlords of Draenormight be the most instance-centric expansion we’ve ever seen.
