Breakfast Topic: Where's the epic, part two

Moving on, Hyjal felt odd at first because I was used to that 40man model. It faded because the dungeons of Burning Crusade were designed with 25 players in mind. Hyjal, Black Temple, Serpentshrine Cavern, all of it, designed with the intent of 25 players being present in that zone, so they felt natural. On the same principle, the 10man dungeons -- Karazhan and Zul'Aman -- both felt exactly right, because they were designed with 10 players in mind. Karazhan was huge, but not once did the experience feel awkward because all boss encounters and rooms were designed around 10 people playing in there.
When you get to Wrath, Ulduar in particular -- Ulduar was designed with 25 players in mind. The boss rooms, the open spaces were all created specifically so that 25 people would feel like this space was absolutely gigantic. But when you take 10 people in that space, what was once comfortably "huge" for 25 borders on the absurd for 10 players. That's why it doesn't feel right -- because the space simply doesn't fit the people in it.
The inherent problem here isn't the loot, or the equalization of content, it's the design of that content that bothers me. While I don't really care about loot (it is nice, I can't lie, but it isn't everything), loot is something that drives a large number of raiders -- way larger than people like me, who just want to play through the thing. However, given that it is much, much easier to recruit 9 people than 24, what I am looking at is a drastic drop of people that want to do the 25man content, simply because people would rather follow the path of least resistance to get what they want -- the loot. This would be absolutely fine with me, except for one small thing -- the design.
I'd be perfectly happy running 10man raids, if those raids were designed around 10 players. Instead, they're designed around 25 players. Taking 10 people into a 25man zone feels about as comfortable to me as taking three people in to kill Ragnaros -- which is to say, not very comfortable at all. It feels in a way like I'm cheating somehow. Like there should be more people present, but there isn't, so we're doing something wrong. And it's because I look around that huge, empty room and somewhere in the back of my head realize that there should obviously be a lot more people in here than I've brought. That this space, no matter how pretty, was designed for something that I'm not doing "the right way."
This is I think why I'm one of a few -- because I do a lot of design work, so something like the space being "off" triggers some sort of odd discomfort in me that I can't quite pinpoint. I don't like the thought that something is being designed for more, then played by less -- to me that seems like an inherent flaw in the design of the zone. Hopefully this makes a little more sense to you; it made me feel much better once I realized where exactly my problem sat.
So how does this get addressed, how does it get fixed? Do we ask the designers to essentially create two raid dungeons, identical in content but differing in scale? Do we hope that they find some way to make the difference between 10 people in a room and 25 people in a room somehow less noticeable? Do they need to maybe cut the 10man/25man model, call it good at 15 raiders, and just design the dungeons with one group in mind? What do you think?
Filed under: Breakfast Topics






Reader Comments (Page 1 of 6)
Danterius Apr 30th 2010 8:09AM
Hm, interesting idea about the spatial qualities of raids. I never thought of that before. Maybe that's why I never enjoyed ToC? Static scenery and a bland, small room do not an epic feel create.
CaryEverett Apr 30th 2010 8:35AM
This really hits the nail on the head. I've been saying this for the past week or so since Blizzard announced the Cataclysm dual raid lockout.
The problem with Naxx25 was that it felt weird cause the place used to be a 40 man instance. EoE, Sarth, Ulduar, ToC, Icecrown, all seemed to "fit" right, at least when you are in a 25 man group. Which makes the encounter and entire raid so much more exciting.
With a 10 man raid group, I really feel shoehorned in (with the exception of Kara and ZA). Like I don't belong here. Like we don't have enough people. Like, why is the dungeon so HUGE, and the bosses so HUGE, but only 10 people are able to kill them? We don't even fill up half the room.
thebitterfig Apr 30th 2010 8:46AM
I'll turn this around, since I'm primarily a 10m raider who started playing in late BC, so wasn't fully leveled until Wrath. I often feel that 25m raids are very cramped, since I'm used to a space filled with 10 people. I mean, Ulduar feels very big, and Naxx kinda, but ToC, EoE, and VoA all feel kinda overfilled when I do them in 25m, as well as some ICC encounters. In particular, Deathbringer Saurfang's ledge seems perfectly designed for 10 people, but far too small for 25.
I guess it's a matter of perspective, in more ways than one.
Devote Apr 30th 2010 9:40AM
Size is one of the reasons I love Ahn'Qiraj so much. When you are riding through the caverns (riding because they are so massive) you get the feeling you are undeniably small, that whatever lives in the caverns must be gigantic in order for them to be so massive. Bigger sized raids are epic in my mind, I struggle to see a problem with Ulduar being stupidly big for 10 man raids, there are titans who pass through it and gods! Not some ghosts stuck forever playing chess or acting out plays, Ulduar has a logical reason for being absurdly massive.
archbaotho Apr 30th 2010 10:23AM
I think we should just adopt the wait-and-see philosophy here.
Agree'd that 10 people taking down a formerly 40 man boss is a little wacky, but there have always been cases of less taking down something designed for more (hell look at classic hunter solo'ing or the DK that solo'd sarth!). True this is more of an off the radar kinda playstyle, but in the lore of the realm i think the news would spread about that badass that spanked the dragon all by himself.
I have faith in Blizz for the raiding future. I think the ruby sanctum will be a good indicator for how things will go in cata. From the screenshots i've seen it seems populated with foliage, which i think is a good way to get around some of the spatial issues in raids, create a certain amount of ground clutter. In 10m more people will follow the strait path, whereas in 25m a few people walk on the other side of the tree's etc etc. now it seems spread out in 25m and condenced in 10m, hopefully making them even.
As to fighting the boss themselves and asking how 10 people took down a former 40m boss? Well sheesh how did the lich die anyways? Shouldnt we have to destroy his Phylactery? or was that in a quest i missed. How is it Onyxia doesnt just fill the room with fire EVERY time instead of when a player tries to bug her out of her room? Why doesnt Kologarn wait untill your looking over the edge of the cliff to say peekaboo? etc etc. There is always going to be a wtf was this boss thinking kinda deal. and there is always gonna be a how are we killing him kinda deal. "Oh really? Yea the guy who raised an entire continent of undead. Yea he killed his father.... yea it took about 15 minutes. Well Tirion was there!.... No he didnt really do alot till the end. But he was there!!"
Torr Apr 30th 2010 11:00AM
I agree with Thebitterfig.
I am a 10 man raider for one reason: internet issues, anything more than 15 ppl and i couldnt even move, let alone pull my weight, so when i recently got my internet upgraded and walked into a 25 man raid(ulduar), and saw the number of ppl just clustered on each other for XT.....I was SHOCKED, it seemed like one mistake and half or more of the raid would be wiped out by a light bomb if someone wasnt paying attention, wich did happen btw, a rogue killed half the melee that way when XT was at 25%, and no one so much as even batted an eye, the rogue was even making "oops" jokes over vent, easy content yes, but killing 7 ppl because you were an idiot IS NOT funny.
The point I am trying to make is: Being used to 10 man raids, 25 man raids are both crowded, and not really epic at all, taking down the all powerful XT002 Deconstructor of Ulduar with 10 highly skilled ppl seems MUCH more epic than taking him down with 25 ppl and basically overwhelming him with numbers.
Just my honest opinion.
Cigan Apr 30th 2010 12:26PM
@Torr: I agree with you about everything except the rogue killing 7 people not being funny. That's FREAKIN HILARIOUS!!!!!
You know why? Because it's a game, and mistakes happen and I'm here to enjoy myself. So I laugh at the stupid fails. A group that isn't capable of finishing a battle who beat their heads against the wall for 3 hours on 1 boss because they just don't have what it takes isn't funny. That's miserable, and I've been in those groups. No fun. The silly stupid mistakes are totally hilarious. You get back up, brush yourself off and down that bad boy. It's called having a sense of humor.
Hal Apr 30th 2010 8:13AM
Hm . . . this is a fair criticism, but I don't think there's any solution for you. Blizzard won't have separate 10/25 instances. Scaling instance size seems like a difficult thing to do, and I doubt Blizz would want to do it anyhow. And considering the grief that has come from raiding changes already, stripping things down to one raid size would probably be awkward at best.
I suspect the only real solution here is for you to stick to raid sizes that don't set off your "epic" alarms.
Noctune May 1st 2010 5:36PM
the size of the raid makes a big deal of the appearance
I never liked the idea of the same raid with both 10m and 25m
the biggest reason is how do justify that it takes 25man to down the Lichking and well you can do it in 10man also ???
but the biggest concern is the healer/tank ratio i whould love to
have them at a 1/5 ratio each meaning
in a 10man 2tanks 6dps 2 healers, 25man 5tanks 5 healers 15dps
yes 25man whould it be posible to switch around to 4tanks 6healers 15dps but i don't like the layout of today 3tank 6healers 16dps it means tanks is less in demand in the end.
Ethan Apr 30th 2010 9:56AM
Why not just design some raids around 10 and some around 25, and then let people switch them to either size?
(cutaia) Apr 30th 2010 11:27AM
"Why not just design some raids around 10 and some around 25, and then let people switch them to either size?"
To me, that seems like what they already did...
Sure, Ulduar is huge and therefore appears like it should have a lot more people in it. But ICC, on the other hand looks to me like a lot of rooms were designed with 10 people in mind. As someone mentioned above, Deathbringer's Rise in particular seems cramped enough with just 10 people spreading out.
They can just continue to alternate huge rooms and cramped rooms and then institute a new secondary profession -- Gnomish Therapist -- so that we can all learn to deal with the OCD that is bound to arise from our constantly alternating feelings of claustrophobia and agoraphobia.
Hal Apr 30th 2010 11:47AM
Gnomish therapist . . . I love it! Then they can make these:
Gnomish Tissues
Item Level 1
Use: Cures QQ. May not function properly when used on another player.
Månestråle Apr 30th 2010 8:14AM
I agree :D I work with motion graphics, so I get what you mean with the icky feeling when the space is off. I think it also has something to do with your perception of a "real enemy", when you define a boss or a mob as something that can be as strong as 10 people, or 25 if you push a different button.
OhneRastZumZiel Apr 30th 2010 8:16AM
While I agree that the design of 25-person raids is far too roomy for a 10-sized group, I'm not sure that aesthetics is a strong enough reason to separate raids into 10 or 25 categories (as was the case with TBC).
Moreover, running a 10-person group isn't simply a path of least resistance when you compare it to running a 25-person group. For many of us, it's simply more fun. I'm fully willing to forgo any notion of aesthetic discomfort for the closer relationships you build with your raid team and the lack of the "herding cats" feel that tends to come with larger groups.
For the right team, I'm sure, a 25 raid would probably be even more fun than a 10 raid. I get that. And I wouldn't want Blizzard to get rid of the concept of 25-person raiding. But this news that 10 and 25 raids are now going to be on par with each other is a great move.
Elmouth Apr 30th 2010 4:50PM
There being too much space never was an "unepic" factor for me.
Ulduar was big because it was a Titan fortress, you know, those guys that are 40 feets tall. Karazhan was smaller because it was built by humans. Za was tight because it was made by gnomes. MC was huge because it was an underground cave inhabited by gigantic demons/elementals.
Raid sizes are fine, they're not the reason we lost the epic. WotlK made a joke of the final vilain, shoved him down our throat so many times that we didn't fear him at all anymore. He was also small compared to previous baddies, but most of all, he was EVERYWHERE in northrend. Seriously.
Killed the mystery, killed epic.
Ragnaros was gigantic and came out of the lava/ground. Illidan went into gigantic demon mode. Vol'jin was self-righteous and nuts. Kael'thas was insane & mysterious. Vashj and her people still are pretty mysterious to this day. Kel'thuzad had a cat ('nuf said).
Arthas? We spent hours upon hours upon hours watching him walk around northrend, exploring his past memories, watching him make his first steps, his first peepee ect and after the 50th time he's laughed, made threats and then let us live, we already had enough of him. ToC felt like a filler episode, Fordring felt epic at light's hope, but only went downhill afterwards as Arthas's nemesis, he's also everywhere in northrend and he keeps making idle threats at the enemy while making tea and biscuits at the argent tournament, previous ashbringer was better, should've kept him. Then we get OS, which is fine, short but not memorable. VoA feels bland.
Some regular dungeons like old kingdom, gun'drak and nexus had me more intrigued than icecrown.
WotlK's "let's make sure everyone even that random guy that only plays 1 hour week gets to see the lich king, A LOT" mentality.
I'm fine with content being available, but it killed the epic feeling. Arthas comes up to you, and he's just that guy that you've kept running into around every corner and countered every one of his schemes for the past year. A year is a shitload of "OH ILL GET YOU NEXT TIME *evil laugh*" and it got old quick.
cmichaelcooper Apr 30th 2010 8:19AM
I think the solution is that we make 10 man groups physical larger, like an enlarge spell, so that they take up more space.
This game design stuff is easy. Next problem please.
Soulestream Apr 30th 2010 8:23AM
Who knew all the QQ could have been solved with a Great Feast.
cmichaelcooper Apr 30th 2010 8:27AM
You'd be surprised how many problems can be solved with food.
Zenith Apr 30th 2010 8:37AM
I thought this too, but that will make for a lot of other changes that need to be made - running speed, ability range, aoe type effects(10yards in 25but 30 in 10?) The bosses themselves will also have to scale - imagine Deathwing being only twice as big as a gnome he's fighting - exaggeration but you get the idea. Overall this will be very annoying as the two raids will have a completely different feel and people who do 10man will feel like newbies in the 25 version and vice versa.
Rather have 10-15 extra npc's there that are practically useless in a fight. They would only be there when a bossfight starts to avoid them making trouble with trash and the boss will also ignore them until his big enrage is hit
cmichaelcooper Apr 30th 2010 8:46AM
No no no, that's way too complicated. We are just going to make the players bigger and not think about the rest of that nonsense.