Posted by Gravecat at 9:26 pm under Gaming, Rambling, Rants, World of Warcraft. Comments (2)

Icecrown, the home of the soon-to-be-dispatched Arthas, bane of Warcraft players everywhere: A frozen wasteland populated by all manner of twisted horrors, towering structures of blackened steel, and — perhaps somewhat eclectically — vikings. It’s not a nice place, and it’s not supposed to be a nice place. It’s not somewhere that you’d take your family for a summer vacation, setting up the beach chairs on the frozen tundra and basking under the plague-blighted sky. It’s the closest place to hell you’ll find in World of Warcraft — Molten Core excluded, I suppose — and it’s already well and truly frozen over.
This is nothing new, a zone which has been around since the launch of Wrath of the Lich King, though recently expanded in the form of three new 5-man dungeons and the long-waited Icecrown Citadel raids. Revisiting this frigid wasteland on my rather unpleasant quest towards Loremaster, I’m struck by a revelation: I honestly believe that Icecrown is the single worst thing to have ever happened to WoW, due to terrible design decisions, and I’m going to tell you exactly why.
First of all, it’s big. Really big. Imagine the biggest thing you can possibly visualise in your mind. Got something in mind? Okay, it’s not quite that big, but it’s close. Getting around this sprawling mass of an area can be tedious at best, even with a fast flying mount, and much of the space honestly seems wasted; it’s as if Blizzard simply tried too hard to provide a grand, epic experience of towering monuments, jagged hills, and sprawling tundra, and simply cranked the experience up to 11. I applaud the effort, but there’s such a thing as “too much of a good thing” — and this is most certainly not a good thing that’s being stretched out from one horizon to the other.
Secondly, and this is my main gripe, phasing. This technology, new with the release of Wrath, allows the world to change dynamically around each player depending on what events had passed in their personal timeline. One player may visit an area and see a village full of happy, innocent fools, ignorant of their impending fate — another player, who has finished the quest chain, may see a burning, ruined wasteland, with skeletons and husks of buildings abound. A great idea in theory, and it can really help bring the player further into the game, enhancing the ‘realism’ of it all; the problem is that it tends to segregate too much. Your friends have all done these quests, and you’ve done these other quests, and you’re all looking at different versions of the world, unable to properly interact with each other. Add to this the frankly abysmal decision to add in 5-man group quests — which are near-impossible to perform alone, and even a challenge for a duo working together — which are also dynamically phased, so you can’t even help out a friend if you’ve finished the quest or aren’t up to that point yet. It’s like playing a single-player RPG, except you can’t complete certain segments without the help of others. Catch 22, indeed.
Finally, the new dungeons — while I haven’t experienced the Icecrown Citadel raids yet, I must express a great deal of displeasure with the direction Blizzard have taken, which is to say, hand out high-level gear for minimal amounts of effort, and then build dungeons around the assumption that everyone is already heavily-geared so artificial difficulty must be imposed. One of the worst offenders is fear — a game mechanic that sends your character fleeing in abject horror, leaving them unable to perform actions, and yet can be countered in many different ways. Not so, say Blizzard, apparently diametrically opposed to such concepts that they themselves invented. Not so, indeed, as any and all fear effects in the Icecrown dungeons — of which there are many, I must add — have been replaced with a similar mechanic which has exactly the same effect, except is now impossible to block or dispel. Add in living bombs and a number of other “forced damage” mechanics and other unpleasant effects — Mirrored Soul and Overlord’s Brand being the sadistic older brothers of King Ymiron’s Bane, while Permafrost is an obnoxious evolution of Keristrasza’s Intense Cold.
Add all these together, and what do you get? You get a zone that hates you; a collection of 140-odd quests and a large selection of dailies, the final “endgame” raid instances before the release of Cataclysm, and a trio of 5-man dungeons, all of which seem to go frankly above and beyond in terms of sadism and artificial difficulty. This isn’t just a place in the game’s world that is difficult, it’s a place where the designers have gone out of their way to force excess difficulty and “challenges” in, using methods that often cannot be avoided or mitigated. This is a place where even the basic mechanics of the game — the rules of the world, as it were — have been twisted and modified, purely for the sake of adding extra forced lumps of adversity. Hell, it seems, truly has frozen over.
Posted by Gravecat at 5:48 am under Gaming, Rambling, World of Warcraft. Comment?

It's all fun and games until somebody loses an eye.
Now there’s something I never thought I’d see — thanks, perhaps, to my one ill-fated former experience in the Ahn’Qiraj region, with a pick-up group so mythically inept that it instilled a deep terror of that whole place in my mind, a group so thoroughly uncoordinated and inexperienced that I’m surprised they could even unsheathe their own swords without falling upon them. In retrospect, part of me wishes they had, but I digress.
While being somewhat of a self-indulgent segue and not entirely relevant to the point at hand, given Ahn’Qiraj was designed back in the days when level 60 was the highest rung on the ladder, it does seem like the game is changing — evolving, some may say — into something which is, to put it bluntly, easier. With a mass appeal that already extends across the globe to people who would never normally play an MMORPG, it makes perfect sense for Blizzard to cater to their biggest paying audience, that being the oft-derided casual gamers. As someone who has played WoW on-and-off since launch, and seen the ‘hard mode’ of things before the way became paved for the newer players, I can understand and even relate to the bitterness some feel, with newer players having their hands held through content that the older players had to slog through. We also had to walk to work uphill both ways in the snow, and all that.
In the years since launch, the world (of Warcraft) has changed around us in numerous subtle — and not-so-subtle — ways. With the upcoming expansion Cataclysm promising to rend the world into something new and unfamiliar, sometimes it’s easy to lose sight of the smaller changes that happened ‘under the hood’, so to speak. Once upon a time owning an epic mount was something of a badge of honour, an achievement in its own right, yet now we see freshly-rolled characters charging mounts through the jungles of Stranglethorn Vale with wild abandon, tearing up the roads as early as level 40 on cheaper-than-ever epic mounts, and even soaring through the skies of Outland shortly after their arrival.
Speaking of flying mounts, Hellfire Peninsula has certainly become a lot less of a headache-inducing nightmare compared to previous visits as older characters, and I’m sure Squick — my venerable shaman — has only the happiest Tauren feelings about the whole thing. Stranglethorn Vale and Desolace, once the banes of re-rollers everywhere, are now almost enjoyable. Heirloom gear with bonuses to experience provide a smoother run. City reputation is no longer the stuff of tears and misery. Even the classes are easier to play than ever — I for one am immensely grateful that, not only do shamans have abilities to provide a built-in totem bar, but we also have fewer, more general-use totems instead of a million and one to cover all the minutiae.
In a way, patches 2.0 and 3.0 were more than mere patches — it’s as if we’re playing World of Warcraft 2 and World of Warcraft 3 already, with changes and improvements to the game system happening fluidly and almost inconceivably around us, a perspective driven further home by Cataclysm’s promises to reshape the now rather dusty old-world, which is shoddy and outdated compared to Blizzard’s more recent offerings. Rather than other games — such as EverQuest, which attempted to re-make itself from scratch with a newer engine and modernized gameplay in EverQuest II — it seems as though Blizzard consider World of Warcraft a work-in-progress, a piece of art which is constantly being changed and improved, with the old, ugly parts cut out and replaced as seamlessly as possible to follow the game’s constant, organic evolution.
I can’t help but miss the old days, though. Sure, they were the days when only the best of the best could even hope to acquire any kind of good gear, back when trying to find a group was a case of standing in the middle of Orgrimmar yelling, “LF4M UBRS, NEED TANK!” But no matter how clumsy, how shoddy (at least, compared to Wrath and future promised offerings), how brutally unfair and obnoxiously limiting the old-world was, it’ll still always hold some small place in my heart — a very, very small place. In a crazy sort of way, some part of me will be a little sad to see it gone, when the world is broken and reshaped forever — or, at least, until the next expansion.
Gravec.at: Blogging Like It's 1999