One of the topics I see come up again and again is the speed of content release versus the consumption of said content. Mike Morhaime specifically mentioned content production as one of the challenges of a game like World of Warcraft, and the diversification of content in Mists of Pandaria has to be seen as a response to how fast players churn through what the game has to offer. My question therefore becomes how much content would we need on launch to prevent players from going through it too fast. Would it even be possible?
We all know I hate attunements. One argument that can be made for them, however, is that they prevent players from gobbling down all the content available in one great, orgiastic burst and then, after the frenzy is over, complaining that there’s nothing left to do. We introduced throttling to valor points in Cataclysm, and it seems to have worked, keeping players from chain-running heroics until their eyes bleed to buy all the valor gear imaginable in three days.
The argument could be made that some form of gate to keep people from burning out on raid content could be useful and even beneficial to the game. Perhaps the answer isn’t to try and rush Blizzard into providing more and more and more content but to allow them to produce content at their own pace and simply to limit our ability to pig out on it, giving it to us in a controlled manner.
I’m not personally a fan of that idea, but it merits discussion. So let’s discuss. Do you think the answer is more content delivered faster, or should there be systems in place to keep us from consuming it too fast?
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