Senior Surfacing Artist Wey Wong worked primarily on the cinematic videos for WoW: Battle for Azeroth. He gave the legendary WoW hero Anduin Wrynn a realistic...Read more
World of Warcraft: Warlords of Draenor - the end
I haven't written much on the blog since the release of the new World of Warcraft add-on - as usual, for the same reason. World of Warcraft is an extremely effective devourer of all other games, so I haven't been able to play anything else. Now, however, I've finished playing Warlords of Draenor, but before I get back to the much more interesting (for me, too) writing about various games, the latest addition to WoW deserves a few words (and even paragraphs).
Warlords of Draenor is not the best expansion to WoW. It doesn't have the most interesting lands or quests, it doesn't turn the meaning of the game upside down, and it doesn't introduce new, revolutionary mechanics. But what it does introduce, it does so well that I couldn't tear myself away from it. After further consideration, I came to the conclusion that the combination of MMO mechanics with "sticky" user tricks straight from Farmville created an electrifying mixture.
The most important element of Warlords of Draenor is the garrison. A garrison is something like a field from Mists of Pandaria, but blown up into a game within a game. In garrison we decide about building new buildings, we order manufacturing works in them, as well as we send our henchmen (collected mainly during normal game) on various missions, from which they bring various items or money. For construction, expansion (each building has three levels) and missions we pay a new currency, the so-called garrison resources. We collect these resources every day from a self-supplementing pile, we can also produce them in several buildings in exchange for various types of basic raw materials.
My main activity in Warlords of Draenor, when I had some time to play, was to take care of garrison. You can find there a small mine, where you can mine ore, you can find a garden with herbs, which you can collect yourself. We can take the daily quest for fishing, and here we still have to take care of all the workshops, check what henchmen brought from the mission, send them on new missions ... sound familiar?
It does. If we replace "Warlords of Draenor" with the title of some game from Facebook and change the names of the buildings, we'd get a model gameplay loop. In Polish, "loop" has an additional hangry connotation and it finally dawned on me that I was clicking buttons just to have more material for clicking buttons again. I made trips outside the garrison rarely, because unfortunately in Warlords of Draenor after maxing out and getting reasonably OK items there isn't much to do outside the garrison. Even trips to instances make little sense, because the only thing you get in them as a reward for first completion in a day is garrison resources.
Which is why in my mind the title of this addon is "Warlords of Garrison". I liked it just fine, but I definitely had more fun in Cataclysm and Mists of Pandaria. I understand the business sense of gluing players to addictive mechanisms, but this game is much less fun for me than with the previous additions.
Back to the normal rhythm of the blog. This week I'll be writing about The Talos Principle, 80 Days, The Swapper, and Assassin's Creed: Unity, because those are the games I managed to play a lot. Sio, World of Warcraft. I'll see you with the next addition.