Showing posts with label WoW Classic Plus. Show all posts
Showing posts with label WoW Classic Plus. Show all posts

Sunday, September 20, 2026

Nothing Lasts 4 Evah

From the comic For Better or For Worse, July 7, 2005.
April's band was named "4 Evah", a reference to the four
members of the band. And yes, Jeremy was a Class A asshat.

Shintar poked me the other day, asking me when I was going to post about WoW Forever. I am, after all, a Classic Plus skeptic.

I heard about WoW Forever even while I was up in Milwaukee, because you can't truly escape the gamer news cycle, but beyond that it now exists --and that there's a new Elven race that you have to pay to access*-- I knew almost nothing about it. In fact, I heard just as much about Diablo 5 and the announcement about new game set in the StarCraft universe** as I did WoW Forever: hardly anything. Given that I was with family, that's fine.

And some friends.

But I'll also admit that I'm just absolutely damn tired of it all.

***

Maybe it's the fact that I've got to start over once more and try to figure this stuff out without spoiling the discovery process in the game for me --as tons of people seem to have no issues doing that for themselves already-- but I'm also tired of the "same old same old" that will be the modus operandi once the game opens. You know the drill: the game opens and everybody and their Grandfather rushes out to max level, because that's what they've been conditioned to do. 

For all the lip service paid by the Devs to the Journey***, both they know and I know that it simply won't happen. People will rush to Endgame, do all the new instances, have YouTube videos and Wowhead in their (virtual) hands, and min max their way to happiness. Oh, and do all the new raids. 

My Questing Buddy mentioned something about WeakAuras not working in WoW Forever (I think I have that right), but that won't stop people from trying to figure out other ways to make the raids trivial. To what's probably a vocal minority of the WoW player base, overcoming the obstacles to making the raid trivial is just as important as the raid itself. But since they are quite vocal, they have quite a bit of influence over the player base and the Devs, so... I look at every other fresh WoW environment that Blizzard has released --Retail/Classic expansion, new Vanilla, or whatever since I began playing in 2009-- and the behavior has been the same. 

And I'm kind of sick of it. 

***

This isn't a matter of me whining that I didn't get my way with Classic Plus, as in my "I'll believe it when I see it" stance means I now have to believe it, but more a matter of me being tired of going against the grain. About the only thing I do know is that based on my prior decades of gaming experience, going with the crowd and rushing ahead only leads to frustration and self-loathing on my part. Ever plowed through a ton of Halloween candy and immediately regretted it afterward? It's like that, but instead of Snickers bars you're inhaling all the in-game content you can without a whit of self-control. 

I know for a fact that if I did rush ahead I wouldn't be able to control myself, because I've done that while reading novels. Or playing video games.**** Even WoW, to be honest. (See: the Summer of 2021.)

I do realize that this is just a funk, and I'll eventually get out of it, but I don't think I will do all that much of anything resembling a deep dive into the game. I ought to at least look at a few basics and hash out some theories about WoW Forever and the Azerothian Universe. For now, my initial, very off-the-cuff impression is that WoW Forever is in the same point in the timeline as Warlords of Draenor: an alternate universe akin to what you find in comic books. As I described WoD back in the day as the equivalent of DC Comics' "New 52" reset, WoW Forever fills a gap in the timeline where the timeline zigged instead of zagged. 

The hubris involved in calling the game WoW Forever has also not been lost on me, because my initial reaction to the name has been "Really? You're going to call it THAT?" Oh, I get the why of it, but I also don't believe for a minute that was the only reason why that name was chosen. And all I'll say to that is... Nothing lasts forever.

This is the last photo we have of Bleu. Last Wednesday
my oldest found her very lethargic in the morning and rushed
her to the Emergency Vet. She was told about the worst news
you could have, where Bleu was in severe pain, and the two
choices were to undergo a highly risky surgery with a low
chance of success, or putting her down. She decided
to have Bleu be put out of her misery. At least we got to see
her over the weekend, where she seemed happy and healthy. 



*The fact that Blizzard has already monetized WoW Forever says a lot about their belief it'll be a success.

**James Strive from the YouTube Channel GameLinked (it's a fork off of LinusTechTips) commented on that StarCraft game "I'll believe it when I see it" at the 2:40 mark from their weekly post this past Thursday. Four years away from release is a long time, and let's be honest: we can't predict what's going to happen in the game industry even two years in advance with LLMs on the rise, much less FOUR years.

***This is another of the few things I do know about WoW Forever.

****Helloo, Baldur's Gate 1. It's been a few decades since I completed you, hasn't it? 1999, you say? That sounds about right. But that was quite a blur back then, because I was a new parent, and despite that I stayed up all night for several nights and then went into work dead tired because I couldn't stop myself from playing until I finished it. 


Tuesday, July 7, 2026

Situation Normal All Effed Up, Part Whatever

We all knew it was going to happen, right?


Well, there you go. Jason Schreier reported yesterday that XBox is going to cut 3200 jobs and either sell or divest themselves of 5 studios.

An internal email from Asha Sharma, the current CEO of XBox, outlined everything. She also said that she wants 1 billion players per day for XBox overall (this starts at the 4:58 mark in the video above). She also mentions that they want to focus their investments in XBox, which pretty much means for these bigger studios to shed projects that won't generate as much profit and eyeballs on screens. 

From what it sounds, XBox Game Studios and Zenimax will be hit hard by layoffs, and Activision Blizzard King less so but still impacted. The overall number of jobs being lost is 3200, but only 1600 right now. That translates into waves of layoffs going forward, including divestiture/sale from the studios already identified. (Apparently Arkane Studios is also targeted, but Microsoft has begun the divestiture process with the French Work Council, as they can't summarily be canned without due process.)

What does that mean for those who love the two big MMOs that these studios manage, Elder Scrolls Online and World of Warcraft? Probably job cuts and scaling back of the staffing for both teams. 

For all those expecting Classic Plus, here's hoping that these cuts don't kill it off.

I would expect, however, far more monetization of both properties to try to boost profits. So, if you've been dismayed at some of Cash Shop options from World of Warcraft, hold onto your hat. You ain't seen nothing yet.

There will be a lot more integration of these various game studios with the Microsoft parent organization, so that Zenimax or Activision/Blizzard or King (it's marked separately from A-B in the email) will lose a lot of their independence and corporate culture. Will that impact the end product? Yes, it will; you don't change corporate culture without changing the product itself. Hell, this happens all the time in Corporate America: the old enshittification process writ large. The back office jobs, or those not labelled "critical" to a game studio are about to get cut.

Let's hope that these studios aren't saddled with having to use a single engine for all of their development in the same way that Bioware got trapped by EA into using Frostbite for their game engine for the past several games, despite it being NOT built for RPGs or ARPGs at all. 

I noticed that Jason didn't mention Obsidian with the letter, but I have to think that it won't have escaped unscathed. Helluva time for Tim Cain to move back to California to rejoin Obsidian after being in semi-retirement.


Tuesday, May 12, 2026

Wanted: A Living Breathing Instance

In the MMO world where it seems that speed (and loot) is king, my fondest memories of dungeons/instances are those that simply feel alive.

I've made my feelings pretty clear on how game developers simply don't make instances on the size and scale of a Blackrock Depths (Classic WoW) or Garth Agarwen (LOTRO) anymore. Instances are now designed as bite-sized chunks for a quick dopamine rush, where the fun is less an experience of an epic place but more of a test of skill in your speed at completing the instance. 

I was thinking about this last night when I responded to Kurn's blog post from Sunday, in which she asked what was people's favorite Classic WoW instance. While I ultimately chose Deadmines as my favorite because of its status as a gateway drug (and the conclusion of the main Defias story throughout the Stormwind territory), I have to give plenty of props to the "big guns" of Classic WoW instances: Stratholme, Blackrock Depths, and Blackrock Spire.

By comparison, Scholomance is a short instance.


Compared to modern instance design, those Classic WoW instances --well, most of them save for Dire Maul and Scarlet Monastery-- are gigantic places that were meant to be living, breathing locales. The devs took their cue from RPGs and the big dungeons found in tabletop games, such as Expedition to the Barrier Peaks or The Lost Caverns of Tsojcanth, and created expansive places to explore. Yes, you had to make multiple forays into a lot of the instances to complete quests --not just for loot-- and more than one of them were informally gated by level difficulty, such as Uldaman, where if you did the early portion at-level you'd find yourself vastly underpowered at the end of the instance. 

Over time, however, these strengths of the older instances grew to be looked at as less than a key feature and more of a bug, and were consequently smoothed out of dungeon design. I suppose you could say that as MMO design focus changed from the leveling journey to endgame raiding, instances grew to be looked at as a stepping stone for the player. With the introduction of timed challenges (Retail WoW's Mythic Plus) and perpetually increasing difficulty modes, instance design is now far more about the mathematical and skill-based exercise of speed and precision rather than the integration into a game world. At that point, instances have grown to be looked at as an endgame in itself, complete with a story-mode (with or without AI-assisted NPCs) all the way to a perpetually increasing challenge mode (Mythic+). 

***

For all the speculation of a Classic Plus to Vanilla Classic WoW, and for the record I am still highly skeptical that a true Classic Plus is coming*, one of the hallmarks of anything that would classify as Classic Plus would have to be a return to grand, sprawling instances. If Blizzard were to put all of the Classic Plus content after the Naxxramas raid, then the vertical progression would kill off any real sense of a Classic Plus. It would just be an alternative to the official WoW timeline but keeping all of the problems contained therein. 

Of course, I am in a pretty small minority here, because the popularity of the modern instance design speaks volumes. When most people talk about Classic Plus, they speak of "NOT the official timeline" rather than "more stuff for the leveling journey" in Vanilla. It's a reaction to how things are now and deciding that taking another fork in the road is a better idea.

From  the Star Trek: The Next Generation
episode "Relics". (via Tenor).

Answering the question "What does Classic Plus mean" will go a long way toward understanding what Classic Plus we might get, and knowing the Blizzard of today I'm not sure I trust them to answer it in a way I'd like. 




*I believe that it's equally likely that Blizzard would announce the ability for people to purchase their own private server software so they can host "official" Vanilla WoW versions. Blizz might even allow those purchasers the ability to manipulate some things, such as difficulty levels and buffs/debuffs to players and mobs to make the experience easier or harder. If there's one way to kill off the private server market, it's that.