Not for the first time, I've tonight puzzled over the strangeness that is World of Warcraft's overall design structure.
There's the familiar problem, which I do not think is going to be alleviated entirely by the Burning Crusade expansion. Why does the game become so ruthlessly technical in its endgame? I actually appreciate the precision of the endgame instances, where every boss fight is as choreographed as the most elaborate Broadway musical. That isn't just a loose metaphor: it strikes me as being exactly what those sequences require, except that there is a game involved in the discovery of the choreography. It's as if George Balanchine once upon a time called in 20 or 40 dancers and said, "I'm thinking of a dance routine. If you don't figure out how to do it in the next hour, you're fired. Here's a few basic clues."
But there's the opposite thing in World of Warcraft, and in any other MMOG: really weird instances of structured unpredictability, where the rollercoaster shuts off and flings players into an experience out of synch with the controlled design. WoW's designers have moved more aggressively than perhaps any other live management team to eliminate most of those moments in their design, but some still remain. The best example might be the Son of Arugal in Silverpine. It's a low-level zone, where the game is still very much holding the player's hand. It is an area that has the same comforting movement from quest to quest which most of WoW offers. And then suddenly there's a relatively high level mob roaming randomly around a relatively wide area that tends to aggro at huge distances on unsuspecting low-level players. It's an atmospheric set-up for an instance that comes later in the zone, but you can't help but say to yourself WTF??? every time you get slaughtered by the Son of Arugal. And yet, at least for me, it's a comforting moment as well, a kind of human touch in the design. The Son of Arugal is somebody's darling, some touch of individuality, a rough-hewn seam in an immaculate embroidery. To be honest, of all the systematic conditions that the expansion could address, this is high on my list, but I suspect not so on many others, which are chock-full of more conventional requests for class improvements, endgame changes, and so on. A few more stops on the rollercoaster to complement the thrills of the ride.
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