Video summary
The speaker argues that for Classic Plus to succeed, Blizzard must avoid turning the game into a "retail minus" version by strictly adhering to the original design principles of Vanilla WoW. A major pitfall to avoid is the tendency to layer new systems on top of existing ones as quick fixes, often referred to as "putting it on a vendor syndrome." Instead of constantly adding band-aid solutions that complicate the foundation, the game should feel like a natural continuation of the original experience. The primary target audience for this project should be the players who abandoned Blizzard years ago due to changes in the game's direction; recapturing this specific group requires respecting their nostalgia and avoiding the over-convenience found in modern retail expansions that removes social friction and meaningful progression.
Another critical mistake would be designing the entire experience around end-game content while neglecting mid-level zones and leveling areas. The speaker emphasizes that new content should expand the world rather than simply replacing old zones or forcing players to ignore legacy raids like Molten Core due to power creep. Furthermore, the game must not introduce excessive convenience that eliminates the struggle inherent in Classic WoW, nor should it suffer from heavy power creep that makes open-world encounters feel trivial. The progression system needs to remain balanced and horizontal, ensuring that new content feels rewarding without making old content obsolete or removing the sense of danger and achievement that defines the classic experience.
Finally, the speaker warns against over-monetization and the erosion of class identity through homogenization. While acknowledging the business reality of microtransactions, he cautions against selling items that diminish the value of earned achievements, such as giving powerful mounts to paying customers rather than those who grind for titles like Gladiator. Additionally, the game must not be littered with bots or rely solely on automated support systems; maintaining a human element through active Game Masters is essential to preserving the culture and addressing issues effectively. Ultimately, Classic Plus should rebuild upon Vanilla's core identity without modernizing it into something unrecognizable, ensuring that every class retains its unique feel and that the community remains engaged with a living, breathing world rather than a sterile, over-polished product.
Read the full video transcript
So guys, we did a video already that
people absolutely loved. Uh there was a
ton of really really good comments about
it. There there's a lot of positivity.
Now, I'm not Mr. Negative. I'm not a
doomsayer. I'm not a hater here, okay?
But I do think there's it's important to
also talk about places of caution, okay?
So, we did 10 points of potential
success for Classic Plus. 10 things they
really need to pay attention to in
Classic Plus in order for the game to be
successful. But I also want to talk
about some things they have to be
careful of. I think it's important to
talk about some things that hopefully
Blizzard avoids, some things that
Blizzard doesn't do in order for Classic
Plus to truly be successful. And this is
just from my perspective. This is my
opinion. Obviously, it's not the de
facto truth or anything like that, but
this is what I think. So, I've come up
with these 10 different things that I
want to talk about. And the first one,
if Blizzard is doing a classic plus, I
think it's important for Classic Plus to
be classic plus, not to be retail minus.
Have you heard me talk about Season of
Discovery? There was a lot of things
that you kind of saw with Season of
Discovery that I think were not great,
but there was also some things that were
good. I had a lot of issues with like
the type of systems and stuff and the
way that they implemented things in
Season of Discovery, and we might talk
about that a little bit later, but
Classic Plus needs to be the game as it
is, and it needs to feel like an
extension of Vanilla WoW. It needs to
feel like a continuation of that. the
game needs to feel like it's being
developed with the same sort of design
principles. And that's what I talked
about in the last video. So, I think if
you are making the game and it feels
more retail than it feels vanilla, and I
think a lot of this comes from like the
different systems and stuff, the whole
sort of like put it on a vendor syndrome
where they want to fix every problem by
like, hey, let's just throw this thing
on a vendor. Hey, let's put a band-aid
on this thing and oh, it's already it's
can't fix it. Let's just throw a
band-aid on it. Cuz what ends up
happening is you end up putting systems
on top of systems. You lose the
foundation. And I think it's really
important to have that strong
foundation. And whenever you go this
retail minus sort of look and again I'm
not even a retail hater. Like if you if
you really know me, I mean people people
say all kinds of things about how I feel
or span wants no changes for classic.
People if you didn't hear from me then
you didn't hear from me. Okay? I'm not
necessarily a retail hater. I just
understand that you have two different
types of games and some people like one
type of game. Some people like another
type of game. Some people like both.
Some people like neither. There's
different types of people that like
different games. I think if you really
want to draw on the success of Classic
Plus and to really try and make the
target audience I think who you need to
target with this Classic Plus is the
audience of people that you lost 10
years ago. Me. I guess I that's I'm one
of those people. I'm one of those people
that is like, "Hey, I played vanilla. I
played Burning Crusade." And I I didn't
really play Wrath. I I didn't really I
wasn't super into Wrath personally, but
like I would kind of come and go and I
would peek around the corner and I would
try and play WoW again. And if it wasn't
for private servers, I probably never
would have come back cuz I came back for
like the blizzlike nostalia core private
servers really like Allesium and all all
that stuff, right? Lights hope. I do
think there's a big generation of WoW
player that basically gave up on
Blizzard. They just gave up after
however many years, after everything
that they've seen, after everything
that's happened and how much the game
has changed. Maybe they came back around
for 2019 classic. They didn't like
layering. They didn't like that there
was no progressive itemization. They
didn't like how easy everything felt.
And they have kind of given up on
Blizzard since then. And I think that's
actually a pretty big audience of people
unfortunately. So you need to recognize
I think I think it's important to
recognize like the type of player that
you're that you're missing right now cuz
I think everybody if you come out with a
classic plus I think everybody's going
to try it. I think I think the retail
players are going to try it. I think the
classic players are going to try it. But
there's a big potential there in terms
of recapturing an audience that you
already had. Not trying to necessarily
go out and find a brand new audience
that you never had. I think the biggest
draw is going to come from capturing
that old audience. And I think you do
that by making it truly a classic plus
and not a retail minus, which is like
taking out a bunch of different systems,
stacking them on top of each other, put
it on a vendor syndrome, all these
different things. It needs to feel like
classic WoW. That's number one. Point
number two of things that they have to
watch out for in Classic Plus is if they
waste what the world of Azeroth has to
offer. I think if if Blizzard comes out
and they say, "Hey, we want to do all
this new stuff. We want to do classic
plus." And they don't expand on what
vanilla already is. They don't make new
zones. They don't build out stuff that
we've heard about but haven't really
seen. They don't build out stuff that we
didn't see until post Cataclysm. Let's
see the pre-C cataclysm versions of
those. I want to go to I want to go to
Hyel. I want to I want to go to all
these different places in the game. Hey,
there's a massive area behind AQ. Look
at that. That insane that massive
mountain range outside of Redidge into
into the burning steps. It's a gold
mine. There's there's so much stuff
there. There's so much stuff there that
that you have to work with. And hey,
there might even be other stuff that is
not there in the game, but we know
exists in the lore. I'm talking about
Telebeam, for example. That is a layup
for Blizzard because it's things that
people want. It's things that people
even like borderline expect at this
point. Unfortunately, this is a whole
separate discussion, but in some ways,
Blizzard has kind of like lost control
of the narrative around Classic Plus.
So, that's why this Blizzcon is so so
important. This Blizzcon that's coming
up is so important for them to kind of
like, hey, we need this thing to hit.
This thing's got to hit hard. You've got
to you got to really get the audience
going. You got to propose the right
things. I think it's very important that
they are uh very quick with changes.
They're very quick with feedback. if
they notice something is like not good,
hey, update the game. This isn't classic
2019. You're not trying to do this no
changes thing. You're like, hey, uh,
this is classic plus now. If this is
classic plus, this is new. Like, this is
this is new territory. You can build on
this. You know, if something is not
good, just be like, "Oh, yeah. Actually,
this isn't designed well. Let's fix it.
Just fix it." Right? I think that's
important. And that kind of leads me to
my next point. My next point is point
number three, and that's if Blizzard is
is being slow or unwilling to make
adjustments to the game. Huge L.
Massive, massive L. Cuz that's the big
difference between a classic plus and
classic 2019 legacy servers. Trying to
recreate and recapture what people loved
from years and years ago. There's a
different goal here. The goal here is,
hey, you recaptured what people love and
all this stuff and and you gave them
that experience, right? You gave people
the experience to finish the game that
they started as kids but maybe they
didn't finish. That was that.
Now that's not the goal anymore. The
goal now is to learn from what was
released and to learn, hey, people like
this. People like this. People like
this. They like these systems. They like
these mechanics. So from that you derive
why do they like it. It's not as simple
as just like copy and paste and put the
same thing in there. You have to find
out why they like it.
And if you can derive why they like it,
then you can come up with new systems or
other sort of avenues to do things in
the game that are derivative of those
same sort of design principles. But it's
very important to make those adjustments
and changes to the game very quickly. So
if they're slow or unwilling to make
those adjustments to the game, I think
that's a big L because that's
effectively how the classic WoW player
has felt for the last seven years.
That's what the classic WoW player has
felt like. Like they felt neglected.
They feel like, hey, like this this
thing's been broken. Hey, this they're
not changing this thing. Oh, they waited
a whole patch to do this. That's point
number three. Point number four, I think
another big big mistake for this for a
classic plus would be designing
everything around end of game. I'm
mostly an endgame player. If you know
me, if you watch my streams, if you
watch me play WoW, you know that I I
like playing at max level. I like
playing at level 60. I like playing at
level 70. I like doing arenas. I like
leading my guild. I like leading raids.
I like I like the community aspect of
the game, you know, kind of guild
management, all that kind of stuff.
That's what I enjoy about the game.
That's but that's me personally, okay? I
am an endgame type of player. I
recognize that this is not every single
player in the player base. Some people
like to level, some people like to PvP,
some people like to raid, some people
like to do dungeons, some people just
like do the economy and they craft and
they do the auction house and they do
all these different things. I used to
call this non-content, but that was
because I didn't understand that it is
content. It's just it's not direct
gameplay of like pressing your buttons
type of content and like trying to
trying to do kill things. I used to call
it like non-content years ago, but I
it's not really that that's not really a
fair name to call it. So, I think it
would be a big big problem for Blizzard
to design everything for a classic plus
around that end game. I think it's super
super important that they they build the
game out with good midlevel content.
They add these new zones as like new
questing hubs and new leveling areas.
Add some new dungeons. Definitely add
new stuff for max level. You need to add
new stuff for max level. My entire point
around this thing is that you need to
make this game with all these different
avenues
considered. To take this a step further,
let's say it's a direct continuation
after vanilla ends
and you are focused on the end game. Cuz
if you think about what is classic wow
and then what is classic woow plus. Well
if you just tack the plus on at the end
instead of the plus in the middle then
you level the 60 you have mon core
blackwing layer you have aq40 max ramis
and you have a bunch of other stuff in
between and before that sure but that's
like you have those four raid tiers and
then plus you tack things on at the end.
Big mistake. This is kind of like
piggybacking off of kind of designing
everything around Endgame leads to point
number five for me. That's keeping the
exact same raid release before new
content. I think having molten core as
your first raid, there is molten core
fatigue. I talked about this in the
other video. Some of this stuff is going
to overlap with the other video because
I'm going to hit on some of these same
points but in a different way and
talking about them a little bit
differently. I think if Molten Core, not
to say that we should never go to Molten
Core, or that Molten Core shouldn't be,
you know, a big-time raid even. U maybe
it should be. I don't know. But I think
if you make Classic Plus and Molten Core
is the first raid at level 60, I think
that's a miss. I I think it's a huge
miss because there's been so many
different iterations of classic WoW over
the years, over the last like seven
years. Molen Core just doesn't feel
special. Even if they change the
mechanics, even if they change bosses,
even if they change the environment a
little bit, it's not going to feel
right. Now, I think they could do that
as like a second or third raid, maybe
maybe Molten Core is just redesigned
entirely and it's still called Molten
Core. I think that could be hype. It
could be even if it's redesigned. If
Molten Core is the first raid
redesigned, I think that's a miss
personally. I think if it's like a
second or third raid completely
redesigned, I think, oh, pretty cool.
That's part number five. So, don't keep
the same exact raid released before you
have new content. Point number six, and
you'll notice in my last video where I
talked about 10 points of success for
Classic Plus, there was kind of like a a
recurring theme, right, where I kind of
tied everything back into into my
initial point of what I was talking
about, which was kind of building the
game based on the initial design
principles of of Vanilla WoW. This list
is very similar to that one, kind of
tying back to that first point. For
point number six, making the game too
convenient would be a problem. So, in
retail WoW, you have a lot of
conveniences. You have a lot of things
that reduce friction. They make things
very easy to do, but a lot of what
Classic WoW is is dealing with that
friction just enough in order to make
things meaningful. I think it's okay to
add some more boats, right? I've talked
about this. If you want to add another
boat, add another Zeppelin, something
like that. That's one thing. That's not
that's not that bad. You know, it's
probably good, especially if you're
building out the world, you need to have
a little bit more travel options. I
think in retail wow, for example,
there's like a lot of ports everywhere.
And if if things are just like boom,
boom, boom, snap, snap, snap. Hey, we're
porting here. We're insta queuing for
this. You have a dungeon finder, raid
finder, all this stuff. It's not good. I
think it kind of removes those
opportunities to intersect and to cross
with other players and the social
systems of how classic WoW works by
design. It It's kind of antithetical to
that. Some portals are okay. I mean, if
they add a portal at some point for
somewhere, I don't think that's the end
of the world. But what I'm saying is if
you overdo it and you reduce the
friction so much that you just kind of
slide in and slide out, then you never
really stick. You need to have some
friction. And if you make the game too
convenient, then I think that's a miss.
My next point is point number seven.
It's it's throwing systems on top of
systems to fix problems. I wasn't a big
fan of SOD personally, but I think Sod
did some things incredibly well. I was
impressed with Scarlet Enclave. I don't
think Scarlet Enclave actually got the
love that it deserves. by the way, not
from like the community and people like
not liking. I think from a development
standpoint, I I didn't think it got the
love that it deserves. I would love to
see them do Scarlet Enclave the right
way. It looked like a private server
raid, if that makes sense, because they
took other stuff that already exists in
the game and just kind of like
jerryrigged it together. If you've heard
of kit bashing, it's almost like they
kit bashed a raid and it was cool and it
was very impressive. And I I just feel
like they should re-release a Scarlet
Enclave in Classic Plus that has like
the proper sort of development and just
the oomph behind it. The main thing is
to not just throw systems on top of
systems and use these band-aid sort of
fixes in order to try and fix problems
that they caused themselves with a
previous system. an example of this in
season of discovery that I some people
like this. It almost felt like I was
playing like Call of Duty with like
loadouts or something where hey this
raid tier gives you this set bonus and
this set bonus changes your character's
play style and it's really really good
and it's fun, right? Like the actual
gameplay of like pressing your buttons
is fun. That's great and all, but then a
new raid tier comes out and then I don't
have that set bonus anymore. So, my
character's play style changes, but I
really wanted to play that last play
style. So, now it's like, okay, um, so
the band-aid fixed to that is like,
let's add something that you can pull a
set bonus from the other gear and then
you can put old set bonuses on new gear
and it's like a set bonus enchant. It's
just weird. I personally really did not
like that. The whole game felt like very
strange to me. It didn't feel natural.
But here's the problem. And when I'm
pressing my buttons and I'm I'm sitting
there like seal twisting and doing
whatever in season discovery, I'm like,
well, this kind of feels fun. But the
process of getting there, especially as
somebody who like if I stepped away and
then I leveled back late and I was I was
doing other stuff, right? It just felt
so strange for me to get back into the
game and it's like, okay, well now go to
this guy and get this thing off the
vendor and then do this and then and I'm
like, you have to do that in anything.
But like it just felt a lot more like
RPG ccentric in older versions of the
game. Whereas in Season Discovery, it
just kind of felt like, hey, let's we're
going to throw this thing on a vendor
and then you're good. I really don't
want them to do that because that's kind
of what I'm talking about where it's
like systems on top of systems to fix
the fact that now your class is bad
because you don't have an old set bonus
and you need that set bonus on a new
piece of gear. I mean, your class just
shouldn't be designed that way. Now, I
think the reason that that specifically
happened is because of what Season of
Discovery was, and that was doing
Classic WoW without actually changing
anything directly. Like, they didn't
really change the talent trees, but they
had runes and they had items used to
change the classes. That's very
different than what I think they should
do in a classic plus, which I do think
that they should make tweaks and changes
to the talent trees and they should
update some stuff. It should just all be
within the scope of Vanilla WoW's design
principles, if that makes sense. I think
this is a recurring problem that
Blizzard has had over many iterations of
the game over many years over many
different dev teams. It's just something
that has been the case now. I think with
classic plus you have a chance to start
a new okay you have a you have a chance
to really go out there and really like
top down analyze this thing and do it
right. So point number eight that I
think Blizzard should watch out for is
creating new content that replaces old
content. I think if they are making new
raids, making new dungeons that is
outright replacing other dungeons and
other raids, not good. This is something
that Blizzard has done over the years,
whether it's like completely changing
zones, right? Look at Cataclysm and
getting rid of old content and they kind
of stopped doing this after a while, but
to the point where it's almost weird
because how many times have we gone back
to Deloran in retail right now? They
kind of moved away from that and you can
still go to different versions of Doran.
It's weird because you're like doing
time travel or whatever. I I think it's
very important to not replace the old
content with the new content. Now, that
is is that kind of antithetical to what
I was talking about with like the Molten
Core thing. I think Molten Core is
actually the exception to this. What I'm
talking about specifically is, hey, if
we release a new raid, the progression
and the design of the itemization in the
game needs to be so much more horizontal
than it is now in vanilla WoW cuz
Vanilla WoW's progression, it's very
much like this. The power creep curve,
it's like boom into AQ40 into Knack goes
crazy. They need to add more mid-tier
raids, add more 20 mans. I think they
should have all raid sizes, by the way.
And I think all these RA this is I
talked about this in the other video
more in depth but I think they should
have 10 mans 20 mans and 40 mans and I
think your best gear should be available
like some of the best pieces that you
can get should be available in all
versions. I talk about this a little bit
more in depth in the other video. So if
you haven't seen that you should go
watch that. But if you add new raids new
content in general and you make it so
much better and so much more rewarding
that you end up not even wanting to go
to the old zones or do the old raids or
do the old dungeons. That's not good. I
think that is poor design. That's bad.
Now, how are you going to make this new
version of a classic WoW with all these
new raids or all these new dungeons or
all this other stuff that you want to
do, right? If this is like a this is
like a thing, how are you going to do
this without making the rewards that
much better than the old rewards? I
think the entire game needs a little bit
of a redesign. I think the entire game
needs like a reitemization, like a real
in-depth analysis from top to bottom.
and you're you're taking a look at
itemization. It doesn't need to be a
complete overhaul, but it needs to be
like a hey, let's keep everything in
check. All the same items that we have
in vanilla woow right now should not be
the exact same in classic plus. But if
you're making new items and you're
adding this stuff in and you want the
the progression to be a lot more
horizontal, then you're going to have to
tweak things and you're going to have to
change how stuff is looked at. I think
it should be still being in the same
sort of principles of vanilla wow, don't
get me wrong, but I do think that you
you're inevitably going to have to look
at them and it's it's not going to be
easy. That is a hard that is a big task.
That is a hard task. But if you don't do
that, then you're going to have a major
problem. And I wanted to leave this as
the last point, but this piggybacks off
of this point, and I'm going to go go
ahead and go to point number nine. It is
a big problem if Classic Plus introduces
very heavy power creep throughout the
game's progression. And that's not just
talking about endgame. That's not
talking about just leveling. That's not
just talking about PV. That's talking
about everything. The entire progression
of the game. If you introduce heavy
power creep through having items that
just scale out of control, it's going to
be bad. It's not going to feel good.
Being out in the world should feel
dangerous at times. It should feel easy
at other times. But if it's like I'm
running through the open world and
everything is a joke and let's say they
don't change the health values of the
mobs, the armor values, the the way that
all the quests and stuff are. If they
don't change all these things to match
the different level of power that your
character is going to have, I mean,
again, this is like based on this like
idea of like, hey, they them updating
talents and them updating the classes
and oh, I want this. I give paladins
freaking lasers of divinity and all this
stuff. If they give them new abilities,
then you're going to do more damage. But
you still need to feel the breadth of
what you're doing, right? Whenever I'm
fighting a mob, it it should still have
the same sort of feeling. Even if I have
more buttons to press, it should still
feel like, hey, I got to watch my mana
here, right? I got to I got to pay
attention to where I'm running. I got to
pay attention to what I'm doing. I think
that is very important. So, introducing
a heavy power creep throughout the
game's progression, while leveling, uh,
in PvP, in raids, whatever it is, I
think will be a big problem. And it's
kind of tied into that itemization. It's
it's tied into the potential replacing
of content. And I think that would be
something that is bad. The final point,
cuz we talk about all these things under
the guise, under the scope, under the
assumption that there would be
redesigns, reworks, buffs, updates,
whatever you want to call it, nerfs even
to the other classes. And this is point
number 10. This is the last point I want
to leave you with. I think if they
overdesign and homogenize the classes,
that is so antithetical to what classic
WoW was, losing that class identity,
losing the tank identity, the healer
identity, the DPS identity. Each and
every class, they have something that
makes that class that class. Every tank
is different. Now, you can like balance
them a little bit or make them a little
bit closer or kind of help soften the
rough edges. Absolutely. But you cannot
you absolutely cannot just go and give
every class a kick, every class a damage
add, every class has this ability, a
wall. It just it's not good. It it
really takes away from what the classes
are, who the character is. It's very
very very much antithetical to what
classic WoW was back in the day. This is
something that you see now in retail,
and it's fine, right? Retail WoW is very
different. And again, tying it all back
together, you don't want to turn classic
plus into retail minus. You're trying to
take classic wow and you're trying to
rebuild it, update it as it were. It
needs to have those same sort of vanilla
design principles and continue the
development of the game as if it was
2026 and this game is coming out with
those design principles. That's what I
think the core goal should be. I don't
think it's no changes. I don't think
it's, hey, let's throw it all out the
window necessarily and modernize the
game. I think it's just take the game,
keep it going. And that's kind of just
how I felt about the game and what they
should do with Classic Plus for years.
With all that being said, I do think
there's a lot to talk about. There's a
lot of rumors, myths, leaks, this, that,
what. There's a lot of stuff going on
right now. There's a lot of talk. At the
end of the day, I hope that whatever
Blizzard eventually puts out, whether
it's at Blizzcon, whether it's another
time, whether it's I mean, it's pretty
much like the worst kept secret in the
world that they're going to say
something with Classic. I mean, they've
teased it so many times, you know,
whether it's the clip with Holly, the
clip with my clip with Holly. I was I
was I was just joking around with her on
the couch at uh at the housing event,
right? Something is coming. What is it
exactly?
We'll find out. But these are the things
that I feel that Blizzard really has to
be careful of and really has to watch
out for. I'm going to add a bonus point
in here and I think it's very very
important to address this. It's about
microtransactions. You look at what
they've done over the years with the
game and you look at what they're doing
with Burning Crusade, with the boost,
with the deluxe edition, with all that
kind of stuff, right? You look at retail
wow where it's like
microtransactions. I understand that the
sub cost of the game has not raised in
20 years. It's been $15 a month for 20.
I understand that. I understand the
business side of things, at least enough
to say like, okay, they're probably
going to have some sort of like
secondary way of freaking getting their
freaking grimy hands in your wallet. I
understand that. But I think it's very
important to address this with
microtransactions and having this and
classic plus. If you overmonetize the
game and just riddle the game with
microtransactions,
it's going to turn people off so hard.
It's also very important to know what
type of microtransactions you are adding
and what they mean for the game, what
the impact of the microtransactions is.
I'm not a big cosmetics guy, at least it
depends on the game, but generally
speaking, like I'm not I'm not super
huge on cosmetics in WoW, but I
understand the problem that has occurred
in retail wow with cosmetic
microtransactions. And I know they make
an insane amount of money, insane amount
of money off of these cosmetic
microtransactions.
In Retail WoW, one of the only permanent
progression systems that you have in
Retail WoW is mount farming,
achievements, transmog. It's this kind
of stuff. It is cosmetic cuz in Retail
WoW, the way that game has been designed
and the way that that game has, you
know, progressed over the course of 20
plus years, gear gets replaced, but you
can maintain how your gear looks with
Transmog. Your mounts don't get
replaced. You can have like a billion
mounts. You can you can just keep
changing your mouth for whatever you
want it to be. The problem with
microtransactions here, I'm talking
about retail a little bit more than
classic about this stuff, but it's kind
of where my issue comes from cuz it's
not really overmonetized in classic. My
concern is if they make a classic plus,
it is going to be overmonetized based on
what they do with retail. If you're
making stuff that is better, like
significantly better, and then normal
rewards that you can earn feel neglected
or feel diminished because of cosmetics
or other microtransactions, things that
you can buy. That's a very big problem.
I say that right now as here I'm I'm
going to show you something. Okay,
you see what this is? You see this
mount? Now, this is a 280 speed mount.
280% speed flying mount in Burning
Crusade. This is the deluxe edition
mount that you get. This is an armored
nether drake. Okay, you go to Burning
Crusade. Everybody has this mount in
Burning Crusade Anniversary. Do you know
how many people had an armored Nether
Drake in original Burning Crusade?
Gladiators.
You know how many people had a Nether
Drake in original Burning Crusade?
People that did that horrific rep grind
dogs. Okay, grinders.
Prestige. They earned it.
You're a gladiator and wow, you're
you're one of the biggest badasses on
the server. This is my Nether Drake
mount that I got with the deluxe edition
of the game that doubles as both a 60%
and a 280% mount.
Now, it's not as fast as my my season 1
gladiator mount on this character, which
goes to 310. It's not as fast. I get
that. But that is an armored nether
drake. My season 2 mount. My season 2
gladiator mount right here. It's not as
fast. This is a little bit faster at
310, but that's because, hey, you earn
it. Honestly, to me, this was such an
egregious, disgusting thing that they
gave you an armored Nether Drake and
everybody is running around with an
armored Nether Drake that I'm almost
surprised that they didn't make it 310%.
I mean, it is also like almost like a an
actual pay to win sort of thing because
you're effectively buying gold whenever
you get this because you don't have to
buy a 60% mount or a 280% mount. You
don't have to buy an epic or a normal
flying mount because you just have it
and it doubles, right? So, it just it
just scales with your with your flying
skill. But what I'm saying here is like
if you do these kinds of things that
diminish or take away from the
achievements of the game, it's not
special. If you if you have a Gladiator
title right now in Burning Crusade, like
yes, your mount looks a little bit
different, but it's it it kind of gets
lost in the shuffle a little bit because
you're just like, "Oh, what?" And this
is a problem in retail. And they did the
same thing. They did the same thing in
Burning Crusade. And it's a slap in the
face. It it I mean, it's like, now let's
keep it real. I think a lot of people
that are like repeatedly getting
Gladiator every season, like they don't
care that much about their like the
Gladiator mount is cool, don't get me
wrong, but like to them like they're
they're in it for the sport. They're in
it for the title above their head more
so than the mount itself because the
title stays there. The mount you can
only have an Outlander, whatever, right?
But like you're running around, you you
have a merciless gladiator, infernal
gladiator that stays there or even just
a gladiator title. It stays there,
right? Or people see it above their head
no matter where they are. So, I get that
part, but it's just bad for the culture
of the game. It is a It is a terrible
thing for the culture of the game. And
that's just one example of
overmonetization. Of course, I bought
it. Like, I'd be an idiot not to buy it.
The cost time benefit like you I'd be a
[ __ ] cuz you pay a little bit more for
it and you get like a month of game
time. You get the level 60 boost. You
get the mount. I mean, come on. The
mount is a bunch of gold that you don't
have to farm. But that's what they do.
That's how that's how they get you with
the microtransactions. They make it a
deal so good and so sweet that it's
like, "Hey, let's say you're you're a a
guy with a a a wife and kids and a job
and and a boss that freaking is always
on your ass and you know, you're working
all day and you come home and your
girlfriend wants to watch a movie and
then you're you're tired as hell. So you
you sit on the couch to watch a movie
and then you're watching the movie and
you're exhausted. fall asleep and then
she's mad at you for falling asleep
during the movie and then you're like,
"Oh," you know, but like you're just
trying to work to make a living and have
what free time you have. Of course,
people are going to buy it. And that's
how they get you. They they they make
the deal so good that it it takes you
less time to make like $50 or $60 at
work than it will to uh spend the time
to make the amount of gold that you need
for the mount for a 60% mount and then
like a 280% mount or like a level boost
or something like that. That's how they
that's how they do it. This could turn
into a whole separate rant and
discussion about like problems with
overmonetization of games. Guys, I just
realized I was almost done, but I'm not
done cuz there's one more point. And
I've talked about it plenty of times in
the past, and it's a very big problem.
Bonus point, point 12. This is actually
okay. I wanted to keep it to 10 points,
but some of the points kind of were
related and they kind of they were like
they were compound points. So, I think,
look, we'll just pretend this is still
10. The botting,
gold buying, gold selling. Insane.
insanity how bad these farming bots are.
You see them. You see them everywhere.
You see them like fly hacking. You see
them doing all these different stuff.
They need to find a way to to just
callull the culling of Stratholme, the
culling of botters. I've had times where
I've played WoW and I've sat outside an
instance and I've seen guys with like
random characters in their names just
like they're not they're not real names
and they'll run in and out, in and out,
in and out. I'm like, "Dude, what?" I
remember seeing it in Skolamance where
I'd see these hunters run in and out of
Skolamance and and I was just sitting
there. I this happened on stream years
ago or or like going in and I I would do
like /h who rogue. I did this in Burning
Crusade. Oh, I think it was Ramparts.
Half of them were in the same guild.
They just had random characters for
their names and you would message them.
They all had the same exact responses
every time you talked to them. I'm like,
"Dude, do you not have one guy that you
can pay? Do you not have an intern that
you can just literally log onto a server
and just slash who ramp parts and do
what I'm doing right now? They got to
get rid of this, man. And that is
exactly where I'm going with this. You
don't have one guy you can pay. You need
more than one. But bring back the human
element to the game. Bring back game
masters. Think I think not having game
masters and having the game be littered
with bots and gold buying and selling
and all this stuff and not having a real
person to to be able to analyze and
address issues. And I understand about
like look, I'm not an AI hater, okay? I
understand the pros and cons of AI. All
right? I'm not an AI hater. That human
element is something that is
irreplaceable cuz it's not all ones and
zeros. It's not all X's and O's. Not
having a human behind something or or a
a human there to be able to actually
like figure out what's going on in a
situation and try and actually fix it
inevitably
leads to a worse product. You can't just
have like all of your game master duties
automated or you can't just have
everybody thrown into like a Q system
and like a help yourself sort of like
cuz that's what a lot of it is. It's
like a help yourself. Oh, you you have
this problem, go to this, go to this and
it's like you click through the
different things and it's like unstuck
or like hey let's get an item back. Some
of that stuff, sure it can actually be
automated and it's fine. You need to
have people that are that are actually
manning things. You need to have a way
of getting rid of all these bots. You
can't have bots just freaking littered
on the server. So, help me God. If I log
in, whenever Classic Plus, the the day
finally comes, Classic Plus is here and
I'm playing a let's say a human paladin
and I load into Elwen Forest and I start
seeing in general chat on day one,
people trying to sell gold. day one
people trying to I'm seeing like a
random go to freaking wow gold in my ass
and you know there's a new deal five
gold for a dollar on day one of the
server like dude the second you see a
message like that it should you should
just lay waste that like one message
should go out and there should be
somebody sitting there who sees it that
gets reported boom deleted like just
eradicate them from existence and it
happens in every game. That's the sad
part. It does happen in a bunch of
games. You'll play I mean you you'll see
a new MMO, you'll see something else
come out, whatever. And it's like day
one, you already have people trying to
sell go, "Dude, this is so pathetic,
dude. Pathetic." But man, you're
freaking Blizzard, bro. You're freaking
Blizzard. You talk about remember the
old there was an old phrase, there's an
old term called Blizzard polish. And and
Blizzard really was like the gold
standard for so many years. And I will
say this, I do still believe that
whenever Blizzard puts something out,
like they put a game out or something,
there is like that that Blizzard polish
is still there. It really is. It really
is. But it's not quite as shiny as it
used to be, which sucks. It really does.
But that doesn't mean that it can't be,
you know. And I and I really hope and I
wish Blizzard finds a way to shut the
bonding and stuff down and really really
set the standard, be the standard for
this kind of stuff. I don't think it's
going to happen, but I hope they fix
that one. That was point bonus
point2/point number 12/ Let's pretend
that was 10 cuz I really wanted to keep
this to 10 points, but here we are.