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The Balance Between New And Old Content

In some ways that, the event team on World of Warcraft should perpetually get their own successes

. Longing may be a potent force, and players typically recollect lovingly on their favorite expertises and wish to experience them once more. The recent patch five.1 changes permitting scoop level players to enter and solo older raid content may be a testament to what quantity goodwill there's towards these older experiences. In each Cataclysm and Mists of Pandaria, older dungeons were revamped and raised to the then-level cap as heroics, and 2 older raids (Zul'Gurub and Zul'Aman) were brought into Cataclysm as 5 man dungeons to tie into an additional plot line.

Today, whereas reading the forums I found a post by Nethaera that basically sums up the problem during this reasonably balance between player longing and new experiences. One among the items i believe Cataclysm showed U.S.A. was that there ar limits to what quantity time players can settle for spent on revamping previous content which Blizzard extremely should specialize in what is new so as to stay the sport moving forward. The maximum amount as we have a tendency to all love an honest soak in longing, it's ne'er nearly as good to truly eat the leftovers as we have a tendency to convinced ourselves it had been.

I don't envy the team here in any respect. As associate example, i actually miss previous Zul'Gurub. It had distinctive models (I ne'er did get my pike of Smiting) fascinating content and distinctive mounts. Now, that is to not say that new Zul'Gurub is dangerous, as a result of it isn't. However it isn't identical - we have a tendency to lost one thing in change it. Even with Zul'Aman, a so much less modified dungeon, we have a tendency to still lost Zul'jin (since he is dead) and on behalf of me, not aiming to see and listen to Zul'jin in favor of some guy I did not recognize wasn't associate exciting trade. Again, it isn't that the dungeon was dangerous, however it wasn't my Zul'Aman. The danger of change content is that the past is often filtered through the emotions we've connected to the reminiscences, we have a tendency to don't see it objectively.

Mists of Pandaria's success, in my opinion, comes from its commitment to giving U.S.A. new experiences. New dungeons, new raids, new zones, new quests, it is a case of resources being dedicated to creating the currently, not remake then. As nice because the Cataclysm revamp was in places, it had been still a amendment to the previous world, and for people that had run those zones before the Cata changes it had been now and then jarring and offputting. Now, we are able to build the case that it had been necessary (I actually belong to the camp that believes it was) however necessary or not, seeing characters I remembered from my 1st trip through Darkshore dead on its beaches on my worgen was extraordinarily gloomy on behalf of me.


In the end, i believe Mists has gotten the balance pretty near excellent, with a number of heroic dungeons revamping previous content, and therefore the remainder of the growth taking full advantage of the massive new sandbox given U.S.A..

by: nick KG
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