Ready Check: Ulduar and Burnout

Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, Naxxramas-10 or Naxxramas-25, everyone can get in on the action and down some bosses. This week, we look at people who are leaving raiding despite Ulduar being imminent.
It's that time of year again. We're hardly as jaded by farming tier 7 content as we were back in the days of Black Temple and Hyjal, but burnout has been rearing its ugly head lately, putting raiding guilds in a difficult position. Ulduar approaching will obviously put a stop to the problem - but for how long?
When all the 25-man content is cleared in a handful of hours, nobody has any reason to run 10-mans and the drop-of-a-hat PTR testing schedule means we're entirely at Blizzard's whim as to when we can poke new content, it's no wonder people are becoming bored. Arguably, it's better that we don't get more than a few limited hours a week on the PTR, in order that the content is fresh when it actually hits. However, the actual effect of this drip-feeding has seemed to dampen enthusiasm for Ulduar rather than heighten it, especially as one of the most available bosses is unfortunately Flame Leviathan.

It strikes me that as players we are constantly telling ourselves white lies to keep ourselves interested. "It'll be fun when we're working on three drakes", "It'll be fun when we can play around on the PTR", "It'll be fun getting world/region/faction/realm firsts when Ulduar hits". We go through the motions of complaining about the looks of the new armor, watching live streams of new bosses and chattering endlessly when any tidbit introduces novelty into the dull sameness of WoW endgame. Yet a few weeks into the PTR schedule, with Ulduar right around the corner, some players are sizing the content up and thinking "is this it?".
Those players are going to leave, sooner or later. There's something keeping them playing, from social ties to the responsibilities of leadership to deep-seated psychological problems driving them away from their real lives. Yet there's a tipping point, and chances are if you're at the stage where nothing in the game seems exciting any more - not even the shiny new stuff - then that point will be reached sooner rather than later. Do you really want to spend the rest of your weekends from noon til night fishing ingame, just so you have enough food banked for Ulduar?
On paper, at least, hardcore raiders are Blizzard's least worry when it comes to player retention. We'll slaver like dogs over new tidbits of information, we'll put in endless hours on test realms to do stuff we'll only put in more hours repeating on live, we'll analyse and comment and give feedback on game decisions, and we're so heavily invested in the game itself that we care. Yet there's this increasing sense that Blizzard's losing us. New content isn't up to expectations, people aren't frothing-at-the-mouth excited about every drop of PTR news, players are leaving right, left and centre and the mood is turning a little sour. So what does this mean for raiders and raid guilds?

Firstly, it'll be interesting to see how quickly content is cleared in Ulduar. One argument I've seen made multiple times is that 'nothing is hard' any more, and it remains to be seen whether the hard modes and extra achievements introduced in Ulduar will appease a group of players that want to wipe and bang their heads against something so they can feel the achievement that goes with finally beating it. As a side point, one contributing factor to raider boredom at the moment is partially the overloading of raid content to fit both 10 and 25man raids; there's no change of scenery involved, which will also be the problem in Ulduar as seeing the same fights from slightly different perspectives time and again will eventually get pretty old.
When Ulduar's cleared, then what? If it was easy to clear, even including the hard mode, then I think some raiders will finally give up on the notion that they will get the challenge they seek out of WoW; the challenge that they used to relish. They'll sit round the fire talking about the good old days, and move on to other games or challenges in a different form. If it was hard to clear, and if achievements are hard to repeat, perhaps that edge will remain and keep people interested. It's a fine line, however, between challenge and frustration; trying to repeat difficult fights or achievements every week isn't always fun for everyone.

Will guilds disband as a result of general disgruntledness, attrition and boredom? These will be contributing factors, but usually the gap left by players leaving due to these reasons is filled with recruitment. However, recruitment as a high-end guild is difficult if you simply don't get the right sort of applicants. Plenty of guilds have been looking for the perfect (insert class/role here) for a while now, and not seeing the sort of quality applications they expect. We'll need to lower our standards or do without, and wince every time a valued, hard-to-replace member walks off into the sunset. The sort of explosive guild breakups caused by fights like M'uru were obviously bad for a lot of guilds, but they certainly made sure there were plenty of skilled players looking for better homes. We simply aren't seeing that sort of guild applicant any more.
It's really hard to gauge trials, as well, when content is overgeared and overfarmed. The PTR is one place to start, and some of a trial's conduct there can reflect well or badly on their overall level of dedication and skill. However, ultimately you won't really know until you're clearing Ulduar for the first time on live servers, and that's not a great time to find out that your new shadow priest loves to stand in the fire.

Leadership burnout is also a real problem when it comes to progress raiding, and trying to motivate an increasingly apathetic and pessimistic group of raiders through content is one of the least fun things you can do in WoW. You can snatch the few moments of enjoyment while attempting to work things out for the first time on the PTR, but unless you metaphorically close your eyes, the problems posed by new fights will all be solved and posted around the Internet before the next time you see that boss. Even if you try to ignore them and come up with a novel strategy from scratch, your raiders will constantly bombard you with quotes and suggestions from other strategies. It's enough to make a raid leader scream.
If a raid leader is personally not that invested in the content, but doing the job because they believe (whether rightly or wrongly) that nobody else in the guild could, you're not going to end up with supercharged, super-motivated raiding. This is a real danger - I've seen it happen more than once - and only exacerbated by the current trend of 'meh' that seems to be floating around the raidverse.
This is only one viewpoint, so I'd be interested to hear if others' correlate. How are you dealing with some of the issues that are arising when even the thought of Ulduar being imminent isn't enough to keep people playing?
Filed under: Analysis / Opinion, Ready Check (Raiding)






Reader Comments (Page 1 of 8)
Winksstyggother toonnames! Mar 29th 2009 6:06PM
Bored?, how can you get bored?
Pyro Mar 30th 2009 11:54AM
Hm, do you think maybe...just maybe...it's the AUTHOR of this article that has the problem with burnout and they're actually HURTING the community by posting this QQ crap on such a prominent site like WoW Insider?
Really, try to raise your standards a bit here, please. I've been playing for over 4 years now and enjoy all the new & current content just fine, tyvm.
papermoonshine Mar 29th 2009 6:09PM
This isn't meant as a shot toward anyone, but just an observation.
I think a big part of burnout is partially able to be blamed on the PTR. Raiders get excited to see new content and go on there; not so much to test, but moreso to learn the strats involved. After perfecting nearly every aspect of new content, they blaze through it in record time when it finally goes live. I think part of that to blame is the realm firsts and e-peen bragging rights. I'm sorry, but no one outside of your small circle of raiders is going to care. In hurrying to be the first and best at everything, you've blazed through the content (that, again, you already knew from the PTR before it went live) and thus, shortening and cheapening the game for yourself.
Again, not directed to insult, but just an observation.
Roflpanda Mar 29th 2009 6:14PM
I completely agree.
Min-maxing hardcore burndown of content is, while fantastic, I think killing this game.
This didn't use to be an issue, as the hardcore guilds would complete content and everyone would go "Wow!"... but more guilds nowadays are doing this.
Things have become less "let's learn this fight and execute the strategy we've found to work best" to... "READ WOWWIKI AND REENACT WHAT THEY TELL YOU TO DO."
Maybe Wrath isn't easier, we're just getting better at acting (that's what it is nowadays if you're not making your own strategies) ideas we've heard from others.
Zul Mar 29th 2009 6:22PM
The issue is all the info is leaked so easily. It would of been a lot more epic to figure out a legendary bow dropped from SWP for example the moment you first kill him. Instead we find it out months (weeks?) earlier and we expect it.
This is largely blizzards fault for not privately testing content.
Spudnik Mar 29th 2009 6:16PM
Do some PvP in between raids to switch thing sup
Zul Mar 29th 2009 6:19PM
Because pvp is perfect right?
Dan M Mar 29th 2009 7:16PM
PVP doesn't have to be perfect. It's a hell of a lot of fun to romp through Strand of the Ancients and watch as helpless new 80's throw themselves onto your sword. If I wanted to unwind from raiding I would stay out of the arenas, where class balance really matters.
Withersby Mar 29th 2009 8:31PM
@Zul:
PvP at Redridge couldn't be more perfect.
Dightkuz Mar 30th 2009 5:24AM
I do Achievements (including PvP achs) to not risk burnout.
WotLK simply does not have much to offer anymore.
Or maybe it's because I've been playing since launch in 05.
Zul Mar 29th 2009 6:18PM
The point isn't to blaze through content so our epeens grow or w/e. We are just so eager to see whats next we end up obliterating all that stands in our path. Some people might like to chat and mess around while taking their good old time to clear content.
Ulduar will be cleared in one, MAYBE two weeks. Hard modes will be cleared as if there a chore since the challenge presented is minimal at best.
I blame Blizzard :p to some extent too. We are allowed to learn all the new encounters in sickening detail before it is even live. On top of this they want us to test hard modes as well! It's old news by the time it hits live!!! The only reason anyone cares at that point is to get a title or a fancy mount.
Chavezz Mar 29th 2009 6:25PM
WTB Legacy server.
Zachery Egan Mar 29th 2009 7:11PM
I don't even want a permanent legacy server, but a server that starts from scratch, and requires the server to unlock the content.
MC has to be beaten X number of times befor BWL unlocks.
BWL unlocks the world event for AQ, etc. etc. etc.
after naxx has been farmed, there is an event to unlock the dark portal.. wash.. rinse.. repeat..
Aaron A. Mar 30th 2009 3:57PM
The catch with legacy servers, Chavezz, is that they won't really be the same as WoW 1.x. Back then, it wasn't nearly as easy to research boss strategies. Now, every guild and most PUG's expect the players to have researched the fights and watched enough video to one-shot every boss.
Rather than seeing somebody post "OMG, the last boss of Zul'Whatever dropped a legendary bow last night!", we it's all been datamined so that we know, weeks in advance, exactly who drops what and in what proportions. Players know more than their characters should know, and that mutes the player's sense of achievement and discovery when they forge ahead into new territory.
Solutions? Personally, I'd like to see guilds implement a policy of "no reading strats online until we've made x attempts at this boss." It relies on the honor system, and on having a team of people who are willing to try and fail a few times, but I personally enjoy having to think on the fly rather than executing somebody else's canned strategy. Either that or Blizzard could implement more randomly-chosen bosses like in VH, or make boss behavior less predictable: more aggro wipes, more "target random party member" attacks, more types of attacks in general.
Turtlehead Mar 31st 2009 6:56PM
...and everyone else who wants a legacy server wants a different patch number (most often reflecting when their favorite class was overpowered for their favorite type of play) than you do. Further, most of the vanilla content was added over time and designed for the talent and gear balance available at that moment.
It's a totally unworkable idea. I suppose Blizzard could completely rework vanilla WoW top to bottom to make it work, but that'd be huge resources for a place that'd be a ghost town within a month AND it still wouldn't really be a legacy server.
If you really want a legacy server, break the EULA and make a private one with the ten people you found who agree on the patch point. It's your only option: enjoy.
Hansbo Mar 29th 2009 6:26PM
Wow, this thread made me depressed.
It's true. While the game is better than ever, it's not like in the old days when it was all new. I think the burnout, at least for me, is because, well, everything feels like "been there, done that".
It'll be interesting to see if Ulduar manages to be original enough so I can shake off that feeling.
Charlie Mar 30th 2009 12:38AM
That happens when a game has been around for 4 years.
Palatel Mar 29th 2009 6:29PM
Finally, a writer not praising the new e. z moad game they have created!
Plastic Rat Mar 29th 2009 10:37PM
Shhh! Don't say "easy mode" on here... the fanbois will downrate your post before you can blink.
Palatel Mar 30th 2009 12:51AM
Meh, don't care if they down rate it. It's true and they probably know it, too.