The expansion life cycle

Zul'Aman came out to offer scaled challenges (the prototype of the hard mode) with a timed run to get the Amani War Bear, and of course no one can forget the final big content patch, Fury of the Sunwell, which gave some content for just about any level of gameplay from casual daily quest grinding to hardcore raiding. Gameplay was still very stratified in Burning Crusade -- there were a handful of guilds progressing through the endgame content (which was still tiered into a couple of 10-man raids, with the majority being 25-man) but most people did dailies, ran some BGs or played Arenas (which debuted with Burning Crusade as well).
With Cataclysm previews coming out and Wrath in its last major content phase (Icecrown Citadel and the upcoming Chamber of Aspects raid being pretty much the end of Wrath's end game) we can start to look back at how the last expansion unfolded and the life cycle of an expansion in World of Warcraft.
Badges of Justice originally dropped in heroic dungeons as a way for people running those instances to be sure they'd eventually be able to pick up something. Eventually this badge system was extended to raids, and the rewards available were on par with raid gear to the point where someone who ran nothing but heroics and 10-man raids could get weapons and armor as good as someone running Sunwell. This led to people farming heroics and the 10-man raids as much as they could in order to gear up for harder content ... a prototype for the current dungeon finder system. In addition, the popularity of 10-man raids (especially Karazhan) led to the introduction of variable 10- and 25-man raids in Wrath, where the same bosses could be encountered tuned for groups of different sizes.
Of course, this all changed with the release of Wrath of the Lich King. In fact, it all changed with the release of Patch 3.0 before Wrath itself launched.
With the release of patch 3.0.2, player power levels went up with access to 51 point talents, while most raid bosses saw a decrease in their health and damage output. Essentially, everything was easier at the exact same time that everyone got stronger. As a result, raids blasted through content they'd been stuck on before (helped in no small part by gear purchased exclusively through Badge of Justice vendors). It's interesting to look back at the very end of Burning Crusade and see how many changes and innovations in Wrath are directly learned from the progression from very early BC to the end of its life cycle. The initial tiered Emblem of Heroism/Emblem of Valor system in Wrath was a direct response to complaints that badges in BC let people gear up without experiencing the content, while the constant release of progressed 5-man instances in Wrath (first Trial of the Champion and later the three ICC 5-mans) and staggered Emblem of Conquest, Triumph and then Frost rewards allows for exactly that: a means to catch up on gear as new tiers of raiding are released.
Unlike in BC, where you could effectively get weapons and armor near to the absolute top of the line through the badge system simply by running enough heroics and 10-mans, the current emblem system allows one to solidly gear up to begin the top tiers of raiding, but does not replace them. It provides more general depth while still leaving significant holes that need to be filled through other content.
This is just one example of how a BC mechanic developed further in WotLK. The eternal see-saw of arena development and balancing is another example. Throughout BC, arenas and PvP were seen as a means to get good gear without raiding, gear that in some cases was as good as or superior to items raiding had to offer. While this was hardly the case by the time season 3 or 4 had come and gone, the legacy of seasons 1 and 2 caused arena play in Wrath to be balanced in the opposite direction. Many people walked into arenas in wrath with Naxx-10 or -25 weapons and several pieces of raid gear, and as a result, we saw buffs to resilience aimed at making PvP gear attractive in PvP again.
The reason this is interesting as we head into Cataclysm is, for once, we're going to see the lessons learned in previous expansion development applied retroactively to the 1 to 60 game as well as everything above it. The various class previews all showed that old mechanics are being re-evaluated based on what has been learned in both BC and Wrath, and we know that mechanics developed in expansion like flying mounts and the way PvP has developed through arenas will be applied to the original content. This is the first expansion for World of Warcraft that expands what has gone before rather than just expanding on it.
Filed under: Analysis / Opinion, The Burning Crusade, Wrath of the Lich King, Cataclysm






Reader Comments (Page 1 of 3)
Furyx Apr 14th 2010 8:14PM
This is why ive played this game for five years. It learns and adapts and blizzard really makes the game feel like it has a mind of its own. They listen to there playerbase and it shows, granted ill get a few whiners saying how they didnt fix "X Y or Z".
Nate Apr 15th 2010 11:36AM
Okay, I'm going to be a nub and ask. What is all this talk about X, Y, Z? I see it mentioned all the time and I can't figure it out!
Newchron Apr 15th 2010 12:34PM
This is also why there will not be a World of Warcraft 2. There's no need! And I don't mind one bit.
murabayashi.harukaze Apr 15th 2010 3:24PM
"X, Y, or Z.." as in "didn't fix [insert subject here], [other subject here], and [yet another subject here]." Kinda' like in algebra where the letters take place of an unknown number.
er.cetas Apr 14th 2010 8:15PM
Great article! I don't really understand why people are complaining about are emblem system. It seems like such an upgrade when you look back at how they did it in BC.
er.cetas Apr 14th 2010 8:16PM
*our*
wtb edit button
DeathPaladin Apr 14th 2010 11:56PM
My only criticism of the current system is that it gets extremely bloated by the end of the expansion. You use excess Triumph to buy Conquest, which you use to buy Valor, which you use to buy Heroism, which you use to buy gems/heirlooms.
It would be a sleeker system if they only had two emblems. Emblem of Current Tier and Emblem of Last Tier. And when a new tier is added, stuff that could be bought with Emblems of Current Tier before the patch are repriced so they can be purchased with Emblems of Last Tier.
er.cetas Apr 15th 2010 1:27AM
Yeah I totally agree. It would be great if they could implement something where you directly transfer a group of emblems to another group. Like Triumph to Heroism. Or even if you could just buy heirloom from triumph. Right now the transferring process feels super clunky.
onetrueping Apr 15th 2010 5:19AM
...actually, from what GC has been saying, that's exactly what they are looking into, and exactly why. Here's hoping it goes through, eh?
jrb Apr 15th 2010 9:34AM
there is the money change dudette (http://www.wowhead.com/npc=35790) in the dalaran sewers where you can easily transfer emblems down from all in one NPC, and don't forget using the shift button to exchange more than one at a time.
of course, the simpler way would be to allow the higher value emblems to be able to buy a lower value item without changing them down, or rather, having multiple values for an item.
blizzard only made matters worse by not having the emblem vendors spread out in a non-logical manner,. at least alliance side, and in a crazy small room.
Eliezer Apr 15th 2010 9:44AM
@DeathPaladin - The reason they don't re-price the gear and remove the old Emblems is for Legacy purposes. Someone could quit playing WoW in the Naxx or Ulduar days, and then re-sign up tomorrow, or maybe when Cataclysm hits. The legacy badges are there so that he doesn't get all weepy when the vendors for his stockpile of 123 badges are gone.
Same reason they are keeping the NPC around to convert old BG marks to Honor tokens. Because there are probably tens of thousands of Characters out there languishing on unplayed accounts that might come back.
koolguyry Apr 14th 2010 8:20PM
Once again, I'll say it: Great article. Very good analysis of the lifetime of an expansion and a pretty good explanation of our current game for today. Well done!
Clatt Apr 14th 2010 8:21PM
I have to say, I enjoyed the general flow of gear from raid to raid and the entire scheme of things more in BC. Even arriving rather late in the expansion (before BT release), everything felt more "epic" and large scale. I mainly attribute it to the hardness of the instance, and the existence of attunement quests.
The gear jumps are significantly higher in Wrath, that is, the ilevel is so much greater from raid to raid. BC was not quite as drastic, you could run Kara and get *fairly good* gear for starting your raiding career. No one even steps foot in Naxx anymore, Ulduar is only visited by those who don't have their mounts, and ToC becomes the new gear farm.
Oh well. I guess the only thing to look forward too is the comradary from guildies and the exploration of new content, hanging out with friends never gets old.
DeGei Apr 14th 2010 8:25PM
Nice Photo Rossi, Preparing to face Opera in Karazhan. Were the PvP shoulders really that good?
Matthew Rossi Apr 14th 2010 9:30PM
They were a case of "I don't have better and we need a tank pretty bad" - the resil was okay for reducing crits and they were pretty high on stam.
And they looked good on a tauren. That was important.
Rob Apr 14th 2010 10:00PM
Remember when the S3 stat stick was what every hunter wore? And S1 was actually fairly decent for entry-kara gear? I farmed for months to get to the point where I was kara ready. Nowadays people turn 80 and can get through naxx (although 10 fresh 80s would be challenging if they didn't know what they were doing). But yeah this gear gap, where heroics actually mattered, never really happened in Wraith. Instead it's become an endless badge grind. I must have done each dungeon 100 times already gearing up all my toons. Its fun but monotonous.
pancakes Apr 14th 2010 11:15PM
Back in the day, EVERY hunter had S1 shoulders. Also, every second player was a hunter. I got tired of seeing those shoulders quick, let me tell you.
Manadar Apr 16th 2010 7:45AM
Ahh, as a feral tank the PvP gear was great for T4 since Karazhan and the other raids dropped far too few pieces for the spec.
All that stamina, crit reduction and bonus armor taking us to the armor cap that early. Sure, it sucked for scaling and gimped our dodge and threat, but it was sweet in T4.
But I prefer the new system where we can tank in rogue gear. Just bad that we can't get AP from the agility, but that will change.
rainxtn Apr 14th 2010 8:40PM
^This. Hate it when no one will bother finishing VoA anymore, it's easy badges for like 5 minutes of work.
Ringo Flinthammer Apr 14th 2010 8:44PM
Despite where we are in the life cycle of Northrend, I'm still nowhere near as sick of it as I was Outland by the end, despite arguably playing even more this expansion than the last.