Embracing Open Information and Diverse Playstyles

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Let’s take a trip down the MMO memory lane with the Geekenders podcast! In episode 25, Jesse Cox and Dodger welcome guest Josh Strife Hayes, a YouTuber on a mission to conquer (or perhaps suffer through) every MMO.

Josh’s quest instantly reminded me of the anime series Shangri-La Frontier (which was discussed in a previous post), where the protagonist grinds through countless “trash games” before discovering the ultimate “godly game.” It’s a hilarious parallel, especially when Josh mentions playing an MMO with a mere six active players! He even uses a dedicated computer to avoid infecting his main system with the rampant malware and crypto-mining software lurking in the MMO underbelly.

The conversation then delves into the broader topic of MMO evolution. Despite World of Warcraft’s age and decline from its peak, it remains the benchmark for most new MMOs. Even Final Fantasy XIV, with its consistent growth through expansions, can’t escape the “WoW Killer” label.

The discussion explores the concept of a game’s “hook” – that initial spark that keeps players engaged. As much as we might dedicate ourselves to gaming, the reality is that most players have limited time. If a game fails to grab their attention within the first few hours, it’s likely to be uninstalled.

Jesse, a professional gamer who relies on gaming for his income (through game development, YouTube, and streaming), even admits to dropping games that don’t captivate him within the first 20 minutes. This highlights the importance of developers showcasing a game’s core appeal early on while leaving enough to keep players engaged in the long run.

The episode also touches on WoW Classic – the original, unadulterated version of World of Warcraft released years ago. Blizzard launched WoW Classic to cater to players yearning for the “authentic” WoW experience. Originally subscription-free for existing WoW players, WoW Classic has since progressed through several expansions, seemingly contradicting its “classic” status.

Here’s the clarification: WoW Classic uses a “progression server” model. Just like the original game, it’s gradually adding expansions over time. While this might seem counterintuitive, it’s common in older MMOs. Everquest, for example, utilizes similar “progression servers” that allow players to experience the game at various points in its history.

Ultimately, deciding how far to progress the “Classic” experience depends on player engagement. Blizzard won’t maintain servers with a handful of players, so future updates will likely depend on player interest.

How Public Knowledge Shapes Our Playthroughs

The conversation on the Geekenders podcast took an interesting turn when Josh discussed the contrasting experiences of playing WoW Classic today versus the original “Vanilla” WoW of 20 years ago. Back then, there were no comprehensive guides dictating character builds, strategies, and optimal paths. Discovery was a core aspect of the experience.

Today, you have WoWHead offering step-by-step instructions. Back in the day, hitting level 60 felt like a monumental achievement. Now, with readily available information and mods, the journey feels more streamlined. Even revisiting older games can’t fully recapture the original experience.

A screenshot of the World of Warcraft video game showing a world map. The map shows the character's location in The Jade Forest area of Pandaria. Text on the map indicates the character is part of the Mists of Pandaria campaign.

The anime Shangri-La Frontier takes this concept to a humorous extreme. Expansions arrive with no prior knowledge of bosses, and the game itself boasts an inflated player count and a Japan-only release – all demonstrably false. The humor lies in the disparity between the advertised experience and reality.

However, the argument can be made that even vanilla WoW wasn’t truly blind. Even a year after launch, resources like Thottbot and WoWHead were emerging. Dedicated video sites sprung up, fostering a knowledge base. So, did anyone ever experience the “pure vanilla” version? Arguably, a time machine to launch day 2004 might be the only way.

Even beta testing introduces a knowledge leak. Information gleaned from the beta inevitably permeates the community once the game goes live. The absolute blind playthrough might be a nostalgic fantasy.

A Neverending Stream of Spoilers

However, the current state of affairs does seem more extreme. Today, every new WoW expansion comes with a pre-patch, PTR (Public Test Realm), and extensive data mining. Players hack the game client to extract information. This pre-release information overload stands in stark contrast to the earlier days.

The issue extends beyond WoW. Gaming websites often receive early access (under embargo) to prepare guides and articles in advance. They might even get “Coverage Guides” directly from developers, outlining new mechanics and easing player frustration. Even without such insider access, these sites often have a week or more to prepare content before launch. Just look at IGN – their guides are usually live right when a new game drops.

This begs the question: is all this knowledge a good thing? Here’s the beauty of information – it’s optional. You don’t have to delve into WoWHead or IGN guides. No one forces you to spoil the experience.

From that, we go on exploring the concept of “giving the right value to the right type of player.” This raises a thought-provoking question: how can games cater to players with vastly different preferences for difficulty and content access?

Looking for Group and the Rise of Player Preference

In vanilla WoW, experiencing the full story often required participation in challenging raids, demanding dedicated guilds and significant time investment. As players’ lives evolved, Blizzard introduced “Looking for Group” and “Looking for Raid” systems, offering a more streamlined approach to experiencing the story content. This catered to players who weren’t interested in hardcore raiding but simply wanted to enjoy the narrative.

However, the discussion highlights a potential conflict. Over time, Blizzard has shifted some key story elements to the most challenging Mythic Plus raid tiers. This creates a situation where players who prioritize story may be discouraged by the high difficulty barrier.

This isn’t an isolated issue. The Soulsborne genre, known for its brutal difficulty, is often contrasted with games featuring “Story Modes” and accessibility settings. A debate arises: should overcoming a game’s challenges be a mandatory part of the experience?

This discussion isn’t new. Back in the days of Wrath of the Lich King, similar debates raged regarding easier difficulty options. Some players argued that experiencing the full story, including lore elements and hidden bosses, should be tied to overcoming the game’s toughest challenges.

The frustration lies in the potential for gatekeeping. Players who prioritize story shouldn’t be ostracized for not wanting to engage in the hardest content.

From Minimal Guidance to Customizable Difficulty

The ideal solution? Games that offer a spectrum of experiences. Imagine a system where players can choose between a narrative focus or a more combat-driven path, without these choices conflicting.

Several games already excel at this. Titles like The Witcher 3, Dragon Age: Inquisition, and Immortal Fenyx Rising allow players to adjust difficulty and even remove UI elements for a more immersive experience.

Vanilla WoW, for example, offered minimal quest guidance. Players relied on community-created mods to fill the gap. Today, most games offer built-in features like quest markers and objective tracking. However, the choice remains – players can choose to ignore these features and forge their own path.

Accessibility options, like screen readers for visually impaired players, provide another excellent example. These features allow a wider range of players to engage with the game on their own terms.

The latest Assassin’s Creed and Tomb Raider games offer a similar approach. Difficulty levels can be tailored to specific aspects of the game, such as combat, exploration, or stealth. Players can choose to be guided by the game or forge their own path through the world.

Image of a screenshot from the video game Assassin’s Creed Valhalla. The screenshot shows the exploration difficulty menu. The menu allows players to choose from a variety of difficulty levels that adjust exploration-oriented values in the game .

Embrace the Information or Forge Your Own Path

The abundance of public knowledge about games undeniably reshapes our experiences. While some may lament the loss of pure discovery, the reality is that players now have more agency than ever before. We can choose to embrace detailed guides or forge our own paths, tackle brutal challenges, or prioritize a relaxing story. Ultimately, the power lies in your hands. The games industry is recognizing this, evolving to offer options that cater to a diverse range of player preferences.

So, the next time you boot up a new game, take a moment to explore the available settings and difficulty options. This is your journey – embrace the wealth of information at your disposal, or leave it untapped. The choice is yours, and that’s the true beauty of the ever-evolving gaming landscape.