Million Lords Review

I receive a decent number of invites/requests from developers to try their game and post feedback here. I decline/ignore most, but not all. One such request I did not ignore was for a game called Million Lords, which is tagged as a Mobile MMO RTS. I’m writing about it today because I find it a very interesting game, yet one that I don’t know if I can recommend or even say if I like. That said, I’m still playing it, so that says something.

Here are the basics of how the game works: You start with a capital city and a small number of troops. You use those troops to attack other cities, and if you have more troops than they do, you win the city. Gold is another resource, and its sole use is to upgrade the level of a city. Higher levels mean more defenders and more troop production per hour. Each combat (attack or defense) gives you XP, scaling to how many troops were involved. Each level up you get a talent point, along with a bunch of troops and gold. The talent point is spent upgrading stats like Attack (20% attack gives you 20% more troops when attacking), Defense, Gold Income, etc. Every five levels you also get an item chest that has 5 random items. Items come in three types (weapon, shield, belt), and different items of different quality (normal, rare, epic, etc) give you increases to the talent point trees. So for example a normal dagger can give you one point worth of attack, one point worth of gold income. A different weapon might give you troop movement increase, or defense. Items can be upgraded as you get more copies of the same item, which increases their power.

The basic gameplay flow is you gather your army from around your cities into one group, pick a city to attack, hopefully win, and repeat. You level up, expand, defend, gear up, repeat. Initially you will have some easy NPC cities, but shortly you will be fighting other players. When those players attack you, you upgrade that city to increase its defenders, and hopefully successfully defend the city. There is no gameplay around attacking/defending beyond selecting who to attack; the troop stack (represented by a flag) travels to the city, and then combat resolves itself. There really isn’t a lot of gameplay here overall, yet again for some reason I still find myself logging in daily and playing a bit.

Here are the major flaws of the game as I see them right now.

For starters, the whole ‘upgrade a city to defend it’ mechanic is just dumb. You will get a notification on your phone that someone is attacking you. Usually that attack arrives in 5 minutes, but that depends on the size of the attack and the distance to travel. If you are able to get into the game before the attack hits, you upgrade your city enough to beat the attack numbers. This is generally easy to do as troops are a far rarer resource than gold, and city defenders instantly appear when you upgrade. The result is when you attack, you aren’t hoping that you can beat the number of defenders, but rather you are hoping the other player isn’t around his phone to upgrade his city in time. If you can monitor the game 24/7, you win!

Another issue is that the biggest source of new troops is leveling up, not city generation. What this means is that those who can attack more level up faster, which gets them more troops faster, which lets them attack more. If you ‘fall behind’ this loop, you will be so under leveled you have no chance attacking those higher level players (a lvl 30 player will have 100k troops. A level 40 players can upgrade a city to have 2m defenders). Higher level players can’t attack those much lower, and lower players hitting up get bonus XP, but that doesn’t balance out as well as you might hope, because losing an attack still puts you way behind on troops compared to winning. And a successful defense is a huge XP boost compared to a loss.

There is of course a cash shop, which primarily sells item chests. Remember you do get chests from leveling up, but you can also buy them. I received a code for $90 worth of gems, which converted into 100 item chests (500 items total). Opening all of those gave me 4 legendary items (the highest tier item), which are significantly stronger than even epic items, of which I got maybe a dozen of. Remember that more copies of an item increase its power, so if I was to buy another 100 chests, maybe I’d find a copy of one of my existing 4 legendary items and it would get stronger. As you can see, if you really go nuts on spending, you can buy a lot of power that isn’t realistically achievable via just playing.

All of that sounds bad and unfun, right? And again, I’m still playing a few minutes a day. There is something fun/rewarding about taking a city, even if you know you succeeded because you got lucky and that person didn’t respond. Defending feels good as well, even though you succeeded because you upgraded in time. I can’t explain it, and perhaps tomorrow I’ll stop because the game is broken. Or maybe they fix it (simple fix to the city issue: remove defenders, boost the production bonus way up, and make the game more about having troops defending rather than the level of the city being the primary factor of defense strength), and once fixed this might be a more enjoyable mobile MMO that you can feel good spending a few minutes with each day.

If you are at all curious, the game is free to download, and if you use my friend code in the North America server (DB2C2888C2EED7C3) you get 200 gems and I get rewards based on the number of referrals. Already mentioned but just to repeat: I was given a code by the dev for $90 worth of gems.

Posted in iPhone, Random, Review | 6 Comments

WoW Classic: Two dungeons, two different games

In the last few days our guild ran two instances, Shadow Fang Keep and Gnomeregan, and the two experiences nicely mirror the differences between WoW Classic and Retail IMO.

For SFK, our group was a bit higher in levels than is recommended, and as SFK is intended to be a horde-side dungeon, we didn’t have any quests beside a Paladin on his class quest. The result was that we facerolled the instance without issue, and the experience was mostly focused on seeing what the bosses dropped for loot. The whole thing was over quickly, and I can’t recall a single boss mechanic or area of the dungeon that sticks out (which is a real shame because on its own, SFK is an awesome dungeon).

For Gnomeregan, the situation was basically the opposite. As a group we were below-level, which meant every pull was its own challenge, and we wiped more than a few times. It also led to a slower pace of progress, giving us more time to appreciate the environment and chat in Discord. We all had the dungeon quests, and that means people collecting what they needed, and hoping we got enough of everything for everyone (we didn’t).

Even on the bosses that didn’t have complex mechanics, we were still cautious and, you know, paused before a boss to make sure everyone was ready. The loot was nice, but making progress felt like the real reward.

Progress eventually stopped towards the end, in a tunnel with higher-level dark dwarves. Anytime we had a bad pull here, the result was a wipe, and its an area that getting the pull correct isn’t automatic. Lots of patrols, lots of odd agro, and all in a very tight space. We also had a WoW Classic moment where our Huntard wiped us when his pet decided to agro half the entire dungeon. We called it a night having wiped on the final group before the final boss, as the earlier areas began to respawn.

SFK was easy, boring, loot focused, and the mechanics or player skill didn’t matter. It was Retail. Gnome was harder, slower, how we played mattered, and ultimately we ‘failed’, needing to come back and try again. That’s Classic.

I don’t know how Blizzard or other devs can push people to run dungeons closer to the Gnomer experience vs the SFK one, but they should. I know there are players who think they want the faceroll easy experience, but they don’t.

Posted in Inquisition Clan, MMO design, World of Warcraft | 7 Comments

WoW is dead. Long live WoW!

WoW Retail, born Nov 23rd, 2004, has sadly passed away at the age of (almost) 15 on Aug 26th, 2019. Cause of death: WoW Classic. RIP in peace.

Ever since WoW Retail become a monster hit sometime around 2005, ‘WoW killers’ have been announced, launched, and found lacking. WAR couldn’t do it, Rift wasn’t the title, SW:TOR sold you hotbars, and on it goes. Regardless of what other MMO launched, WoW Retail always remained the top dog, even as it lost its way following WotLK and went charging head first into the dumpster fire that is the current game. The grip of Azeroth, even terribly watered down, was still strong. Not 10m+ subs strong with good content and a growing user-base, but still considerable to take for a 1-3 week spin every 6 months when content was added.

Then on Aug 26th the one true WoW killer arrived. Its name was WoW Classic, and its Old Blizzard design (with New Blizzard expectation management…) reminded the world why, back in 2004, so many fell in love with Azeroth. It wasn’t the welfare epics, the complete silence of LFG, the faceroll of raidfinder, the space goats, the Horde Paladins, the timetravel-inspired lore bastardization, or making every class a hybrid dps/tank/healer reskin.

It’s a reminder that the world in WoW is the star character, not you oh generic hybrid iLvl placeholder. It’s a reminder that even if you think you don’t want ‘collect 15’ quests that require killing 60 mobs because the drop rate is 5% (math checks out), you actually do. That dying because of a careless pull at level 5 is important, regardless of how initially frustrating it may seem. A reminder that a quest with a cloth item reward for your warrior that sends you across 5 zones, and that during that quest you are walking 99% and doing anything BUT walking 1% of the time, is not a ‘design flaw’ to fix and sanitize. A reminder that content which pushes players to play together, by nudging those who insist on going solo into social situations, is healthy game design for an MMO, not a ‘carryover’ of old and outdated thinking. And that those who completely refuse to group can’t see the end of the story and the cool big bads like Rag or Onyxia, because fuck you this is an MMO, join a guild asshat!

I can understand the frustration of the few remaining Retail players as they look at their guild rosters and see ‘last online Aug 26th’. It always stinks when a better game comes along and takes most of your population. Its even worse when that better game is from the same company as your current game, and suddenly you go from the star pupil to the redheaded stepchild of the family. No one wants to be the Heroes of the Storm of a company, yet here we are today, with Retail and HotS sitting at Blizzard’s kids table, muttering under their breath about how unfair it is that the more successful, better looking, much smarter WoW Classic child is the favorite now and gets all the love/attention/budget/respect.

It double stinks that all these years you kept saying how Retail WoW is great, and that those who claim Vanilla design was superior are just wearing rose-tinted glasses, and now Classic is here and you are forced to realize you were wrong, we were right, you stink, we rule. That must sting. Maybe not as bad a sting as your server being turned off to make room for more Classic servers, but still a bad feeling. I’d suggest running a raid with the quarter of your remaining active roster, just to take the old game for one last spin. May I suggest the ‘updated’ post-Cata Deadmines? I hear its a real hoot! And as you mindlessly pull the whole room and AoE it down, know that it’s not your fault that Retail is dead, sometimes mom and dad just drift apart.

Well, I mean, it actually is your fault. You asked for welfare epics because you were jealous as I danced on the mailbox in my raiding gear while you looked up in your poor person blues. You complained that walking to a dungeon entrance was a burden you couldn’t handle. You said that rogues should have a heal because you have no friends and playing a priest is like, really boring. You pointed out the ‘flaw’ in having to commit to a talent build with respec consequences, and had that ‘flaw’ fixed when talent trees were removed to make the game ‘better’. Every quest SHOULD have a reward you yourself can use, damnit, and that quest should show you exactly where to go and require you, at most, to spend 5 minutes in total. Who the hell has more than 5 minutes to play these days when we all have to take care of our 6 kids? This isn’t 1965 is it? Don’t you have a phone?

The glass-half-full view of Classic killing Retail is that perhaps this saves the overall MMO genre. No longer will we get WoW clones based off the inferior and flawed version of WoW that is post-WotLK. Perhaps the next WAR/Rift/SW:TOR will be a Classic clone, and by default already be a better MMO because of it. That’s a win/win for everyone besides the sRPG players that cling to the corpse that is Retail, right? And since we aren’t grouping with those solo heathens anyway, do they actually count? The answer is no. No they do not.

So a big congrats to Blizzard for releasing a WoW Killer! That’s a huge accomplishment that should be celebrated by all! It’s always a tall task to take down the market leader, even if in this case the market leader is long past his prime and a shell of what originally made him great. Hey, it still counts!

And my most sincere and heartfelt Thoughts and Prayers to Blizzard that WoW Retail is dead. What a run, this almost 15 years! And to the few remaining Retail players: You think you want to keep playing that version of the game, but you don’t.

Posted in MMO design, Rant, Rift, SW:TOR, Tobold being Wrong, Trion being Trion, Warhammer Online, World of Warcraft | 18 Comments

WoW Classic: It’s not a hard game, but it does reward player skill

As we continue to see mountains of feedback about Classic via blogs and forums, one topic keeps coming up that is being misunderstood and/or misrepresented: the difficulty of WoW Classic, either as its own entity or compared to Retail.

I’ll focus this post on pre-raiding Classic because that is currently what most of the conversation is about, and because in the previous post I already touched on raiding a bit. Let me start by being very clear; its not difficult to hit level 60 in WoW. Literally anyone can do it given enough time. The same goes for any singular piece of content; there isn’t a quest so ‘difficult’ that people can’t complete it. There isn’t a dungeon that remains unconquered by the majority. Pre-60 there is NOTHING in WoW that would be a challenge to anyone serious about a challenge in videogames. WoW has nothing remotely close to being as difficult as say hitting Challenger in League of Legends, or even beating the average single player game on the highest difficulty.

With that said, one major reason why Classic is fun is because it isn’t faceroll easy. Starting right at level 1, you simply can’t run into a group of mobs solo and expect to survive. When you are doing at-level content, you are always at least aware of where mobs are, about what you are pulling, and what keys you are pressing. Now don’t get confused, once you do those things, killing a mob or two is ‘easy’. But that itself is the point; you have put in the work to get a decent pull, so your reward is being able to kill said mob without too much fuss. That ‘simple’ combat is also its own strength; you really don’t want the most basic aspect of your MMO (combat), that you hope people experience for hundreds if not thousands of hours, to be tiring or require near-constant button mashing.

A game can require both some thinking and be relaxing, and that is exactly what most of the combat in Classic is (or can be).

There is another aspect of this conversation that I feel many are missing; just because at-level combat is simple, doesn’t mean that the game never requires you to play better, or that you can’t challenge yourself and be rewarded. If you player better-than-average, you can tackle higher level quests/mobs, which means you level fasts. If you are above average, you can complete a dungeon at a lower level, getting more value out of the drops and again progressing faster. Crafting isn’t ‘hard’, but putting some thinking and networking into it means you can progress it faster, get more useful things from it more consistently, and also be a bigger help to your guild.

The opposite is also true in Classic; if you aren’t paying attention or generally play below-average, you will progress slower. You will die more often which delays you. You will cause dungeon wipes or will only see success once you are higher level than is intended. If you don’t do some basic planning around crafting, you will most likely see it as ‘worthless’ because you can never craft anything useable for your level.

And again, even that below-average player will eventually hit 60, eventually max out a crafting skill, and eventually beat every dungeon. But that’s not the point. Difficulty in WoW isn’t about absolutes. It’s not about whether you can beat a dungeon or hit the level cap. It’s about how long is that journey? How many failures/deaths did it take you? How much success did you see going above at-level content consistently? Classic asks all of that, and just as importantly, rewards those who do play better.

Classic is really hard when you are level 20 trying to solo complete a level 24 quest that requires you to kill higher level mobs in tight pack. Or at least can be hard if you do try it solo, and at level 20 instead of at 24, and you don’t have a guild providing you with at-level crafted items and dungeon drops. If you do, it’s easy, but at that point look at how much effort you have put in to make the game easier?

That’s not a game I’d call easy.

Posted in Combat Systems, crafting, MMO design, Rant, World of Warcraft | 4 Comments

WoW Classic: The case for an expansion, and I don’t mean TBC

We are just over a week in, but considering Blizzard is STILL opening new servers and now offering server transfers, I think its safe to say that Classic has been a hit beyond what Blizzard originally projected. How big of a hit we will likely find out during financial reporting (where good news is always celebrated, and bad news is ignored and/or spun), and there is always the question of retention. But let’s assume retention is good and the success of Classic results in Blizzard investing further in the product, what could that mean?

The seemingly obvious choice is to plan for the release of the original expansions, starting with The Burning Crusade. I say seemingly because I don’t think this is as obvious as people initially think. For starters, I fully believe Classic is as big a deal in large part because Retail WoW is so different (read: bad), and so moving Classic towards the bad version of WoW, even one expansion towards it, wouldn’t be great. I’ve argued in the past that WotLK, the second expansion, is when Blizzard really lost it and WoW started to decline (it did decline in terms of subs, and IMO declined in terms of design with things like welfare epics), but even TBC isn’t a ‘great’ expansion, with its 10/25 man raid setup, and the overall zone design being worse than the better zones of Vanilla.

What Blizzard really can’t do is do nothing. People would eventually leave the game, and Blizzard does not want to let a hit just die on the vine, especially when that hit is what originally pushed the company from a nice studio that made hits into a mega-corp. A second helping of $15 a month-fueled WoW success? You’d have to be SOE-dumb to ignore that.

Which leads us to the most interesting possibility, a new expansion for Classic. Take the lessons learned from 15 years of mostly ruining WoW, actually analyze why Classic is a hit, and then do what an expansion should do; give people more of what they like.

Keep the level cap at 60, but introduce something similar to EQ’s AA system, where you still earn XP and ‘ding’, but the power increase is more minor. This would allow those who are currently struggling with Classic-era raids a better chance for success (Nax40 isn’t going to be beaten by the vast majority of raiding guilds in Classic, you can bet on that), without all of the usual ‘reset’ problems of a level increase.

Add more content. Duh right? Fill in the world map with the missing zones, and they don’t all have to be level 60 zones. There is plenty of room for ‘filler’ content in Vanilla, and seeing it actually filled would be great. Same goes for new dungeons. Give people a real reason to level an alt in addition to working on a main. It’s already something that Vanilla was great at, so improve that strength. Give me a fitting ending to the Defias storyline with a level 30ish dungeon!

Adding new races, classes, and crafting professions is all fine, so long as it’s not space goats and Horde Paladins. Worgen, goblins, ogres, etc all already exist, use those. Death Knight and Demon Hunters? I guess, so long as they have that same ‘feel’ as Classic classes, and aren’t played like a fighting game simulator or Dance Dance Revolution. Don’t make all classes good at all things either, ala Retail. Rogues don’t heal!

Of course add more raids, and scale them as needed to keep everyone entertained. Nax40 works so well, even in its too-short lifespan, because it was so goddamn hard initially. Do more of that, and then adjust everything as needed as time goes on so the bleeding edge raids eventually become mid-tier and so on. If new raids are actually hard and progression guilds struggle, I could even see WoW become a big thing on streaming platforms should progression raiders allow it. How many views would a Method stream get for their first attempt at the final boss of the final current raid?

Finally, get some of the good ideas from future expansions into Classic, like a guild bank. Yes Vanilla didn’t have one, but its pretty hard to come up with a good argument against them. Dungeon finder? No, of course not, but again, we KNOW plenty of good reasons against that. Multi-spec? Yes, maybe, if handled correctly.

Sell me that expansion already Blizzard, my $80 for the collectors edition is waiting.

Posted in MMO design, World of Warcraft | 6 Comments

WoW Classic: Deadmines have been run, a server queue has been spotted

As a guild we ran the Deadmines on Sunday and again on Monday night. Both runs were successful, though the Sunday run had a few wipes and had to deal with respawns, while the Monday run was clean start to finish. Personally I walked away with the Defias chestpiece off VC, and since I already had the boots, I bought the other three pieces off the AH to complete the set. Optimal use of money? Of course not, but hey gotta look good right?

Deadmines is one of the better, if not the best dungeon in WoW IMO. It has enough mechanics to keep it interesting and challenging, but none of the encounters feel like playing a dancing simulator. You can brute force it if you go in at a high enough level, but you can also achieve rewarding success below level with the right group and the right player skill. The beauty of the design in Classic isn’t that encounters are success/failure hard, but that things will scale down for you. If you are really good, you can tackle content under geared or under leveled. If you aren’t as good, you can still ‘grind’ someplace else and come back when you are strong. This is true even for solo questing; if you play your character well, you can efficiently fight harder mobs. If you lack player skill/knowledge, you might have to fight at-level or below mobs, or run away when more than a single mob is pulled.

It’s why Rag and Onyxia have already been beaten; those who actually care about world firsts have the skill (and the ‘how’ for all encounters in Classic is already known and well-documented), and so are able to beat those encountered even without having anything close to the optimal gear. At the same time, those encounters will still cause countless wipes to the average guild, yet allow those guilds to eventually progress as they slowly gear up. That’s not a flaw or a commentary on how ‘hard’ Vanilla was; it’s a highlight to its brilliant design (which itself was maybe accidental, who knows).

One of the reasons I think AQ40 was as unpopular as it was compared to other raids was some of the encounters lacked this build-in scaling. Either you did the mechanics dance perfectly and won, or you lost. Nax40 required both; perfect execution AND near-perfect gear, but Nax40 was intended to be ultra hard, and its why back then those world-firsts actually felt ‘important’, and its why Nax40 wasn’t cleared the first weekend it was released like so much raid content in later-day WoW.

Back to the Deadmines, it’s lengthy, but every piece of the dungeon makes sense for the theme, and the whole thing tells a great story (as does the main quest-line involved). Not all dungeons are like that in Vanilla (looking at you Ragefire Chasm and Stockades), but Deadmines isn’t alone in that regard either (LBRS and UBRS for example are also amazing).

On a different note, Monday night was the first time our server, Benediction, had a short login queue. Something to keep in mind about the queues; Vanilla didn’t peak at release. It didn’t peak 6 months after release, or even after the first year. Now, I’m not saying Classic is going to continue growing in the same way Vanilla did, or even close. But I’m also not convinced opening week is the peak of activity either. What Classic has reminded many, and perhaps shown for the first time to some, is that Vanilla was a great game to play, especially as a member of a guild. As the current Classic players continue to enjoy it, they are going to pull others from their social circle into the experience. And as the base leveling game in Classic isn’t short, that time span of enjoyment and recruiting is going to continue for the next few months, at least.

Posted in Inquisition Clan, MMO design, World of Warcraft | 2 Comments

WoW Classic: I love the difficulty so much I installed a mod to remove it!

Reading some of the early reaction posts to WoW Classic has me mentality returning to the older days of this blog, specifically the thing where I pick apart another post because it always amuses me that people say how they are feeling, but don’t understand WHY those feelings happen. It’s the good version of “you think you do, but you don’t” I guess.

Case in point, this article from MassivelyOP. Let’s break down some of the parts shall we?

Number 2, quest markers: The game holding your hand and guiding you means you no longer have to actually care about the world and what’s around you. It means you no longer pay attention to quest text, just the little tracker with regards to how many more X you need. This of course then leads people down the ‘boring questing’ line of things, because all of these Kill X quests are ‘the same’. But hey, maybe that’s ok for some people, right?

Except number 3 is ‘a larger sense of world’.

The zone — the area — you’re in is your entire world at any given time, and you are forced to absorb it and immerse yourself in it. I love how this makes everything feel so large and even dangerous around me, even while it’s forced me to slow down.

I added the bold, but see how that directly contradicts number 2? So you love that Classic slows you down and makes you pay attention, yet after 3 minutes you went out and downloaded something that helps you do the exact opposite. And don’t worry, this isn’t the only example provided here.

Number 4, slower travel.

 I’ve seriously contemplated rerolling as a Shaman just to get that faster hearth cooldown because this is so bad

Read the bold from number 3, now read the bold from number 4. “But its important for devs to listen to player feedback!”. Yes, yes it is. Its then even more important to listen to what that feedback is REALLY telling you, and not the initial impression of said feedback, because most players don’t fully understand WHY they are enjoying something. WoW Retail exists because New Blizzard was ‘listening to the players’ and just blindly giving people what they said they wanted. You think you do, but you don’t.

Number 5, slower but significant moments of progress.

But when I did get that six-slot bag or that rare armor upgrade or my very first green item, it was more exciting than the last 20 times I got a purple item in Battle for Azeroth.

The comparison with Retail WoW is obvious, but lets note it. The real key here however is that because the game is stingy (by WoW standards anyway) with loot and inventory space, you actually notice it and care. If the ‘problem’ of bad quest rewards, or ‘too limited’ inventory space was ‘fixed’ (Retail), would players care about finding that rare bag drop (more on bags later), or that imperfect green drop that is still an upgrade? Also equally important, the game is designed around those facts, so you can still progress even without always having the best gear for your level, or even close to it. There is a lot of room for error here, while actually rewarding removing as much of that error as possible (if you are decked out in at-level gear, you quest/progress faster, which is itself a good-enough reward without being mandatory).

Number 6, more talk about the limited loot, but also the mention of a guild member helping out with bag space. The big and obvious thing here is that if the inventory space ‘problem’ was solved by the game, this player would have one fewer reason to rely on a guild or the interact with other players. It would also diminish the early usefulness of that crafting profession. It should also be noted that the writer values a few points of armor over the cosmetic look of gear; if the game was faceroll easy (Retail), would that still be the case?

Number 7, talent trees. This one is more complex than it appears on the surface. Yes, talent trees are cool, or at least cooler than not having them and the decisions they bring. But again, if Classic was faceroll easy, would people care as much about making the ‘right’ choice with talent trees to boost their power? Would players look over how their skills work, how talents may boost them, what combos the choices create, etc? And this is all based on the early game of questing, we aren’t even talking about group dungeon usefulness, or PvP specs for Battlegrounds.

Number 8, running away. Another item that has a lot of hidden gems inside. Would players care about a hard-to-get chest if loot wasn’t as scarce or valued? Would this encounter around the chest have stood out to the author if they had been able run in and AoE everything without a care? Does the act of actually dying ruin the experience for the player, or make it memorable?

Number 9 and 10 are nostalgia talk and the announcement of not raiding. Neat.

Point here isn’t to pick on Massively and the author, because I think their feelings/writing represents a pretty significant group of players; people who can express how they feel, but not fully understand WHY they feel it, and why certain game design decisions lead to them feeling that way. Classic isn’t just a chance for non-Retail players to enjoy WoW again; its also a live demonstration of all the ways Retail went wrong with WotLK and beyond, as well as the rest of the genre when it copied that version of WoW.

Posted in Mass Media, MMO design, Rant, World of Warcraft | 10 Comments