Tobold's Blog
Monday, March 06, 2006
 
The gaming middle-class

Pigeonholing somebody as being a casual gamer or hardcore power gamer has the same inherent difficulties as classifying him as being rich or poor: It is a sliding scale, and many of us would claim to be neither. There is a gaming middle-class in MMORPGs between casual and hardcore, just like there is a middle-class between rich and poor.

That becomes important if you consider for example who benefits from the announced changes to the high-level dungeons, putting more content into Stratholme, Scholomance, Blackrock Depth, and Blackrock Spire. The real hardcore gamers don’t profit much of it: Even with improved loot tables these dungeons still yield a lot less good treasures than Molten Core, and it is unlikely that the uber guilds will switch from doing MC raids to Scholomance groups.

But if you define casual gamer as somebody playing irregularly, without a good social network in game, and being forced to rely on finding a pickup group when he wants to explore a dungeon, these people don’t profit from the changes either. Not everybody who is level 60 has good equipment and is playing the game very well. And a pickup group of people who just hit level 60 and are mostly wearing green equipment will most certainly fail to conquer Scholomance in a 5-man group. So the very casual gamers are actually hurt by the changes, because they previously had the much easier option of going to these dungeons in a raid group, where they would at least have a small chance of some decent loot.

The people who profit most from the changes are the gaming middle-class; people that play often, play well, but aren’t going on a raid every night. A 5-man group to a high-level dungeon is a lot more interesting than a farming raid there, and better loot and quests leading to epics is an obvious advantage.

Now I am certainly part of this middle-class. I do have a guild. I do go to Molten Core sometimes, but not often. I do have the gear, the know-how, the social network needed to get a 5-man group together which actually has a good chance to succeeding in these places. With over 1000 hours played per year I would have a hard time convincing anybody that I am a casual player. But a member of a real hardcore uber guild would look down at my only blue gear, and my lack of commitment to raiding every night until 2 am, and call me a n00b.

So I *should* be happy about the content Blizzard is creating for me, as I am certainly going to benefit from it. But my social conscience is causing me pain. It is a bit like moving into a nice renovated apartment, and learning that the building previously had housed poorer people, who got evicted for the middle-class to move in after renovation. In the case of WoW I would have much preferred new dungeons for middle-class players being created, instead of dungeons being taken away from the real casual players and renovated into something more fitting for the middle-class.

Nevertheless I must admit that the move might make commercial sense for Blizzard. I do know a number of very casual players, for example my wife, and some people of my D&D group. But either they play a lot of different characters and never make it to level 60 before growing bored, or they get so attached to the game that they play more and more, build up their social contacts, learn how to play effectively in a group, and end up becoming gaming middle-class themselves. Somebody who wants to play solo all the time isn’t bothered about the group size cap of high-level dungeons. And it isn’t quite clear how many of the 6 million WoW players are really casual, and how many have moved on to a middle-class or even power gamer level.

As part of a trend the changes in patch 1.10 and the announced content under development is still worrying me. The focus of Blizzard’s development is clearly on keeping existing customers happy, and changing the game according to the changing requirements of the players. The existing players get more skilled, and better organized, thus World of Warcraft is changed in a way to make it more challenging. But Blizzard shouldn’t forget that the huge success of WoW is based on the game being able to attract new players, people who never played a MMORPG before. Making WoW harder might suit the existing players, but it could raise the barrier of entry to new players, and thus harm the longevity of the game. When the lead developer of WoW in a recent interview spoke of WoW still being around in 10 or 20 years, he should be aware that the people playing in 10 or 20 years will certainly be not the same that are playing the game today. To attract the players of the future, Blizzard should spend some development time on creating content that is accessible to the most casual newcomer.
Comments:
The people who profit most from the changes are the gaming middle-class; people that play often, play well, but aren’t going on a raid every night.

So I *should* be happy about the content Blizzard is creating for me, as I am certainly going to benefit from it.


That's me too! I'm happy as a pig in sh*t!
 
The income-class analogy is right on -- good job!

I think Blizzard is realizing that its current content of 1000+ solo quests is enough to keep bringing new players (lower class) as long as they keep bringing up new servers. With that market perfectly happy as evidenced by the growth numbers, they are turning their attention to the previously-ignored middle class. /cheer!
 
I think one thing that's being overlooked is that by making all these dungeons 5-man only with possible epic rewards they're really only going to be accessible to a group of 5 level 60s. The possibility of epic loot all but guarantees it will be too hard for a group of 5 level 55s. So after patch 1.10, what will characters level 50-60 have as far as dungeons go? Pretty much nothing. There's Maraudon, but that's only worthwhile (and barely worthwhile at that) in the very early 50s. Players in the mid 50s will now have no dungeon content, when previously they could raid Strat/Scholo/BRD for a shot at good loot and decent xp rewards. So what are new players approaching the endgame supposed to do? Grind to 60 as fast as they can?
 
Depends very much on the class you are playing. A level 55 warrior isn't much good in Scholomance, but a level 55 priest certainly is.

The Sunken Temple is quite okay for people in their early 50's, and it has all the level 50 class quest targets there. And some parts of BRD are accessible for mid-50s, although they probably won't beat the emperor.

The first part of Dire Maul is also easier than the other two parts, and can be beaten in the mid-50s.
 
Nice blog entry Tobold, you've managed to convey my thoughts about the casual/hardcore argument better than I can explain.

I commented on your last blog that a casual WoW player and hardcore gamer are not necessarilly different entities. Maybe next time I'll read all your blogs I havent read before commenting on any of them :P
 
I don't think your class categorizations are quite on. In terms of American capitalism:

Raiders are the upper 1%. They're the rich; everyone knows they're rich, anyone denying that would be foolish.

I, you, and those whom you've termed the "middle-class" are actually the upper class. We're the New-York socialites who occasionally go to parties with the truly rich celebrities, and are fairly well off on our own, but nobody will ever know our name. We are the people the 1.10 patch changes are designed to make happy. (I loves me a good challenging dungeon crawl, so in that sense it's not a bad idea.)

The middle class are the ones who are truly being screwed here. They're the people who log on and play mainly one character and will eventually, with clockwork-inevitability, reach level 60. And have nothing to do once they've done so. They're the folks who like to raid Strath and Scholo in 10 man groups not necessarily because it's the only way they can get loot, but also because it fits their play style. They get to log in, kill stuff with little stress, and see new things. They're obviously motivated to progress some, because they've stuck with a character this long, but they're not so motivated they want to stress over playing their class "right" (by some other person's arbitrary definition of right) in order to be a valuable 5-man group asset.

Finally, are the actual casual players. The folks who maintain an account because sometimes there's just nothing good on TV, the good movies aren't in the Theaters, and tonight's plan fell through. They log on sporadically on whatever alt suits their whim and run around and kill pigs or collect herbs or do any of a number of other things with no particular long term goal even threatening to darken their horizon.

1.10 has blizzard effectively cannibalizing the real middle class for us upper-crust types. It's basically pushing the game to a bimodal distribution: "Look, either get serious about the game, or quit thinking you have anything to look forward to other than another alt. Because if you're not willing to work for it, there is no high level game for you, period. Not everyone deserves to have fun all the time! Sometimes you should have to bend down and acquiesce under the will of the design."

I'm not, as you might be able to tell, particularly fond of such design changes. I think the game ought to accomodate the entire spectrum. So I'm with you in that I think they should have implemented *additional* things (even if it was just limiting the new content to group only quests) to lift us upper-class players out of the middle-class slumps, rather than feed us the middle-class's taxes, effectively. I guess the real question is how many people will put up with being told the middle-class has no status before the backlash begins. (I know it took a while to happen in EQ, although by the time it did it was a particularly nasty and vociferous backlash, indeed.)
 
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