Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How new Wizards of the Coast head John Hight turned around World of Warcraft
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ruin Explorer" data-source="post: 9438314" data-attributes="member: 18"><p>WoW Classic was definitely not high risk for two reasons:</p><p></p><p>1) It was something other MMORPGs had been doing for literally decades. Dark Age of Camelot put out what was essentially "Classic" rules-set for servers after a very divisive expansion, all the way back in 2005/6, for example, and many other MMORPGs have similar, and did long before WoW.</p><p></p><p>2) There was clear demand, both from fans saying there was, but perhaps more importantly, as demonstrated by countless unofficial Classic servers being run on code that accidentally got released many years ago.</p><p></p><p>Further, as [USER=7034611]@mamba[/USER] says, Blizzard had retained the actual code, and didn't even suggest they might do that until they'd checked that they had that code.</p><p></p><p>On top of all this, WoW Classic:</p><p></p><p>A) Did not require a separate purchase.</p><p></p><p>B) Required you to have a subscription to Retail WoW.</p><p></p><p>So what was the big risk? I can't see any at all. It wasn't a new concept - it was an old one - and the risk of failure was low. Worst case scenario they lost some development hours and had to shut down a bunch of Classic servers in a few years, but Blizzard long-ago made clear that those costs are relatively low for them, and if they got a rise in subscriptions at all from this, that'd be highly profitable - and it seemed near certain they would (and of course they did).</p><p></p><p>So you're off-the-mark there, I'm afraid.</p><p></p><p>The actual risks WoW has taken whilst under Hight are:</p><p></p><p>A) Developing Dragonflight, which was a very different WoW expansion to all previous ones, with a significantly lighter tone, an heavy emphasis on an new flying mechanic, that had it sucked, could have sunk the entire expansion, and a significantly more generous approach to itemisation, catch-ups, and so on, as compared to previous version of the game (which was considered risky because a lot of people thought it would lead to players getting bored quickly - that didn't happen).</p><p></p><p>B) Developing the WoW Classic Season of Discovery, which was a set of WoW Classic servers with a time-gated approach to levelling - i.e. until X date, you can only get to level Y (and re-levelled raids dungeons etc. to compliment that), and more importantly, a ton of new abilities, which didn't exist in Classic and don't exist in Retail WoW, allowing things like letting Warlocks tank, Mages heal, and so on.</p><p></p><p>C) Developing Plunderstorm and Pandaria Remix, both experimental, time-limited ways to play Retail WoW. Plunderstorm was a full on battle royale which was barely WoW at all beyond using the models/controls/interface, and which ran for a couple of months. It was fairly popular. Pandaria Remix was a much more elaborate thing, where they completely changed WoW's loot mechanics, and had players level up and play solely in a sort of turbo-charged (re: gain of XP, rep, etc.) version of Pandaria, acting as a way to rapidly level and gear up characters, but also producing some interesting/semi-challenging WoW content with mostly just mechanics tweaks (which are insanely cheaper than new art/animations/sound etc.). It also locked those characters into this special version of Pandaria until like, tomorrow. It ran for three months.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9438314, member: 18"] WoW Classic was definitely not high risk for two reasons: 1) It was something other MMORPGs had been doing for literally decades. Dark Age of Camelot put out what was essentially "Classic" rules-set for servers after a very divisive expansion, all the way back in 2005/6, for example, and many other MMORPGs have similar, and did long before WoW. 2) There was clear demand, both from fans saying there was, but perhaps more importantly, as demonstrated by countless unofficial Classic servers being run on code that accidentally got released many years ago. Further, as [USER=7034611]@mamba[/USER] says, Blizzard had retained the actual code, and didn't even suggest they might do that until they'd checked that they had that code. On top of all this, WoW Classic: A) Did not require a separate purchase. B) Required you to have a subscription to Retail WoW. So what was the big risk? I can't see any at all. It wasn't a new concept - it was an old one - and the risk of failure was low. Worst case scenario they lost some development hours and had to shut down a bunch of Classic servers in a few years, but Blizzard long-ago made clear that those costs are relatively low for them, and if they got a rise in subscriptions at all from this, that'd be highly profitable - and it seemed near certain they would (and of course they did). So you're off-the-mark there, I'm afraid. The actual risks WoW has taken whilst under Hight are: A) Developing Dragonflight, which was a very different WoW expansion to all previous ones, with a significantly lighter tone, an heavy emphasis on an new flying mechanic, that had it sucked, could have sunk the entire expansion, and a significantly more generous approach to itemisation, catch-ups, and so on, as compared to previous version of the game (which was considered risky because a lot of people thought it would lead to players getting bored quickly - that didn't happen). B) Developing the WoW Classic Season of Discovery, which was a set of WoW Classic servers with a time-gated approach to levelling - i.e. until X date, you can only get to level Y (and re-levelled raids dungeons etc. to compliment that), and more importantly, a ton of new abilities, which didn't exist in Classic and don't exist in Retail WoW, allowing things like letting Warlocks tank, Mages heal, and so on. C) Developing Plunderstorm and Pandaria Remix, both experimental, time-limited ways to play Retail WoW. Plunderstorm was a full on battle royale which was barely WoW at all beyond using the models/controls/interface, and which ran for a couple of months. It was fairly popular. Pandaria Remix was a much more elaborate thing, where they completely changed WoW's loot mechanics, and had players level up and play solely in a sort of turbo-charged (re: gain of XP, rep, etc.) version of Pandaria, acting as a way to rapidly level and gear up characters, but also producing some interesting/semi-challenging WoW content with mostly just mechanics tweaks (which are insanely cheaper than new art/animations/sound etc.). It also locked those characters into this special version of Pandaria until like, tomorrow. It ran for three months. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How new Wizards of the Coast head John Hight turned around World of Warcraft
Top