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?
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Reader Comments (Page 4 of 6)
Rankol Apr 30th 2010 3:03PM
It is not more loot per person. It still comes out to 20%. Regardless, you chance to get loot is the same. It is not more loot per person. Please look at the math before you respond.
greeto Apr 30th 2010 5:17PM
You are demonstrably incorrect:
http://www.wow.com/2010/04/26/cataclysm-raid-progression-refinements/:
"We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a HIGHER QUANTITY OF LOOT PER PLAYER (ITEMS, but also badges, and even gold), making it a more efficient route if you're able to gather the people"
(emphasis mine)
jtrain Apr 30th 2010 9:17AM
I'm not so sure it's necessarily the size of the dungeon, but more the fact that due to a game mechanic, you can literally walk outside, flip a switch, and magically everything inside gets buffed or nerfed depending on how many people you bring with you.
I understand why Blizzard decided to make 10 and 25 man versions of every dungeon, and I also understand why they introduced hard modes. However having 4 distinct versions of the same dungeon takes some of the immersion away, at least for me.
To be honest, all these different versions of the same instance with variable difficulties and group sizes just feels very video-gamey. One reason I like MMO's and WoW in particular is that they feel less like your standard console gamse and more like living, breathing worlds that you can get lost in.
If you're looking for a reason why the newer dungeons feel less epic, it's because it's never been more evident to the player that they are in fact playing a video game rather than immersing themselves in another world.
Terrant Apr 30th 2010 9:52AM
I feel it's always obvious you're playing a video game, even in old dungeons. Why doesn't a member of the first group of trolls you kill in Zul'Farrak run away and alert the entire city? Why are the conversations of Scarlet Crusaders apparently so enrapturing that they'll ignore their colleagues being slaughtered in another corner of the same room? Why can't a fire mage just burn down VanCleef's boat in the Deadmines?
CaryEverett Apr 30th 2010 9:57AM
I honestly wonder why Hard Modes exist exactly...
I dun't see any particular reason why Hellscream's Warsong style mechanics can't be used in all raid instances, and eliminate Hard Mode entirely.
Just design the instance to be Hard Mode to start with. Then keep nerfing it over and over until it's down to the difficulty that Normal Mode is about now and everyone can do it.
Kylenne Apr 30th 2010 10:53AM
I think Ulduar's hard modes felt more immersive and less video gamey than the ones in ToC/ICC because you *weren't* just flipping switches to activate them (well, except for Firefighter XD). You actually had to physically do something to change the circumstances of the fight, even if it was just letting something live instead of killing it. And, IMO, in pretty much every case you were doing the fight in a way that would logically make it harder or even just different if you were actually in that situation. Even though it's more convenient from a gameplay standpoint to do it like ICC, I think the Ulduar way is more fun from an RP standpoint.
Merus Apr 30th 2010 9:21AM
25 is as low as they can go before they have to start designing without a full compliment of abilities in mind. Remember that; it's important. If they dip any lower, they're going to have to start merging classes.
It's the biggest problem with the 10/25 man model, honestly, but it can be fixed. The tech exists to have certain objects only appear in 10 or 25 - for instance, the mind control devices that only exist in 10-man Razuvious - and so it's possible for Blizzard to put obstacles through 10-man, or even design different rooms and corridors of the right size and block access to them via doors that are only clickable in 10 or 25. It's even possible that if Blizzard can't make the concept map to both sizes, that they might throw up their hands and have duplicate bosses in rooms designed for their respective fights. (The Deathbringer might have benefited from this approach.)
I think it will definitely help that players won't be seeing bosses in 10man while outgearing the instance before their 25man group take a crack at it. The unified lockouts will definitely help preserve the awe of seeing the end boss for the first time.
Johnathan_Miceli Apr 30th 2010 9:27AM
I agree with this statement but I also think a lot of it does factor in where you are.
- Karazhan felt right with 10 people, because it was basically you and 9 companions going into a haunted house. The smaller group and closed in spaces (with the exception of the Theatre and space stairs) eventually growing into this huge room you climb to the top of was an amazing feeling.
- On the other hand Ulduar felt right at it was this huge Titan facility which you basically destroy an entire army built with the forge of wills to even gain access. It felt like it was made for big things and the end boss whom you were hunting, felt like he deserved the largest group of heroes to take down.
- ToC Kinda fit both in my opinion, it's basically a gladiator fight and works on both presentation levels.
Though that brings me back to the design or of the lore aspect? Karazhan was a footnote in our character's history, while Ulduar was this mighty save the entire world kind of dungeon. I think we can all agree Ulduar and it's design is quite possibly the "Karazhan" of Wrath of the Lich King. I would love if there were more hardmodes designed about doing something than, "Flipping a switch"
That end game experience felt epic, I feel I'm going to miss it as I feel 10 mans will eventually be the way to go in WoW:C I just hope the designers give us the feeling that I enjoy in raiding.
Thyago Apr 30th 2010 9:28AM
I still feel like ICC has been designed with 10 players in mind. Not sure about all the bosses, but I've faced many of them and it really feels like it's a 10-player thing. 25 players get extremely stuffed both on the Skybreaker and especially on Saurfang.
joshbuddha Apr 30th 2010 2:52PM
I think the problem is no player knows what the hell they want. And Blizz tries too hard to listen to the community at times.
For Example, "10 man guilds suffer with all the progression requiring 25s..."
"10s and 25s will be available of each raid..."
"only 25s get legendaries..."
"your still catering to 25s..."
"there will share lockouts between 10s and 25s..."
"you are killing 25 man raiding..."
"25s will get greater amounts of loot..."
"instances take forever with all the CC required..."
"ok all tanks can AoE tank so you can AoE all the trash..."
"there is too much trash in ulduar...."
here is ToC with no trash and just bosses....
"no trash is boring..."
"here is more AoE trash in ICC..."
"we miss CC..."
"we are bringing back CC in cataclysm..."
"god instances take too long..."
eMaRDi May 2nd 2010 3:28PM
I usually raid in 10s and almost never 25s content (except AK,Maggi and Gruul).
I admit encounters like Razorscale look a bit odd as the fight area is rather large.
However Flame Leviathan looks pretty good in 10 man version so I would not say everything is scaled around 25 man content nowadays.
Especially as most encounters nowadays are actually "hit-and-run" encounters like Marrowgar (where the spacve is really useful for escaping his second phase), sometimes large areas do make sense.
Personally I think it is a bit like someone said in a comment of part one: It is somewhat linked to what we are used to see.
I began with BC content and Karazhan was nice, but nothing like epic. I had a peek in some "old" content from canilla like Zul Gurub, BWL and MC. None of them looked quite epic. Gruul was not really epic, maybe Zul Aman a bit.
Ulduar was the first raid with had a "Whoa" effect, however I am not alone in my guild with that.
In line Karazhan und Ulduar are those I would consider epic in their ways.
Sometimes I think it is in most parts how Blizzard just designed the instance and the apparent effort. Ulduar looked like a bunch of work, same as Karazhan.
Especially Icecrown with it's all-the-same lowres floor textures and somewhat thown-together architecture does not really transfer something epic to me.
I would even say there is a difference between Zul Gurub and Zul Aman. While ZA looks vibrant in some way, I get the feeling Zul Gurub was quickly designed with elements which we already know for good.
I joked lately about Cataclysm that Blizzard managed to get a expansions theme with least effort ("Nagas? No problem, he have some left from BC. Worgen? Got them from Silverpine").
I really hope for some really unique instances (including raids). Personally I think unique environments together with unique events sum up to something epic.
That said, I think the Retaking of Undercity was the last thing which epic. Interesting from my viewpoint it was exactly epic once. Running it the second time with a toon was surprisingly boring.
jrizutko Apr 30th 2010 9:45AM
That makes a lot more sense than the last article, but could you please stop mis-using the word epic. Epic doesn't mean awesome or big or impressive. Epic actually refers to the scope of a story encompassing an entire culture or world goign through a change as opposed to a heroic story of one character's trials. In that sense, Vanilla WoW was actually far less Epic than WotLK has been.
I get it. Something feels off in the design for you, and I'd say you've come up with some valuable insight. Now realize that something feels off in your writing to me, because you keep framing your point with a word that fits a specific meaning and ramming it into a concept that doesn't have room for it.
Irem Apr 30th 2010 12:25PM
ep·ic
–adjective Also, ep·i·cal.
1. noting or pertaining to a long poetic composition, usually centered upon a hero, in which a series of great achievements or events is narrated in elevated style: Homer's Iliad is an epic poem.
2. resembling or suggesting such poetry: an epic novel on the founding of the country.
3. heroic; majestic; impressively great: the epic events of the war.
4. of unusually great size or extent: a crime wave of epic proportions.
Usually I'm not the dictionary matron, but not only can epic have everything to do with "awesome, big, and impressive," but many epic narratives actually do "center on the heroic story of one character's trials."
jrizutko Apr 30th 2010 12:36PM
You've got me there. Sadly a word which once had a richer meaning has been reduced to a synonym for more banal concepts. That's a natural function of language, and I am often on the other side of arguments telling people "a word means what people use it to me, regardless of origin", so I'll concede the point.
Just know "epic" used to be so much more epic.
Llany Apr 30th 2010 9:46AM
What im waiting for really is a raid where we the players have actual NPC backup like in AQ20 with the General Rajaxx Fight, having those extra NPCs added to the flavor and help give you the sense that you were actually part of an army
Having said that, i dont want the fights to revolve around the idea that we must have them up in order to defeat the boss encounters, but more Razorscale, Rejaxx, Yogg, and even the Sister Slvana encounter in the frost halls.
I hate that we fight DBS by our lonesome, i hate how tirion only helps at the last 10% of the Lich King fight. not to mention that once you enter the upper halls thats it..no more faction back up.
Ill be extremely sad if we fight deathwing without faction back up, and by faction back up i dont mean malygos style, i mean footmen/grunts/archers/casters all helping us players attempt to defeat him with harpoon launchers/flying machines etc etc
Ronjoi Apr 30th 2010 10:19AM
Yes, Yes, Yes, bigger badder huge fights in huge rooms with quest tie-ins followed all the way to the final boss. The npc's who aksed for help coming along to see that they get thier money's worth. Seriously wounded NPC's handing out loot in a (cut scene) private ceremony for the hero's who beat the boss. I loved the end of The Bloodmyst quest line. My spacegoat pally tear'd up a bit to see that all his effort on behalf of other had not gone unnoticed. Where were the death knights in ICC? Who had more reason to hate the Lich King? HoR should have extended to the last fight, with the AC the DK's and the factions involved all the way to the end. O well there is always next time right, I am right aren't I, next time it will be epic, right?
Maximize Apr 30th 2010 9:53AM
My companions and I battled through the fiery depths of Molten Core. We defeated the dragons of Blackwing Lair. We conquered the Temple of Ahn'Qiraj. Along the way, some of my companions did not survive. So with our remaining group of experienced, well-equipped combatants, we headed towards our next challenges in Serpentshrine Cavern, Black Temple, and Sunwell Plateau. Further empowered and now wielding artifacts of astonishing power we continued to Northrend despite more losses to our ranks. By this point, we could boast fewer than a dozen brave men and women, but we had truly become heroes and were revered rightfully. So make no mistake; when we accepted the challenges of Naxxaramus, Ulduar, and Icecrown Citadel the only problem would have been there being too many of us to make it a proper challenge.
/RP
So my point is that by this point in time, every single member of a raid has the approximate power of one of the lesser heroes from Warcraft lore. There would be no problem with this in a single player game, but when you're standing around Dalaran you see hundreds of players all in the same epic gear as you. Then you forget that by the lore of the game there aren't dozens if not hundreds of groups of ten or twenty five people tackling the challenges in this world. Fate hangs in the balance of what you and your companions can or cannot overcome.
Foxtrot_rjz Apr 30th 2010 9:53AM
If more people is the problem, why not add npc's that join your "force" to make u the number of raider's it was designed for??
Pumabackup Apr 30th 2010 9:55AM
i dunno, i almost think the idea of a smaller group in a raid is MORE epic-feeling....going into ulduar, the dungeon of an old god, guarded by the titan's servants with 10 people is rather heroic, in my opinion...the place is massive, and while spatially, it might feel more "right" with 25, or even 40 people, since it is so massive, i think it wasnt supposed to. what is more epic and heroic? a virtual army of people taking down a big baddy, or a small band of battle-hardened skilled adventurers/heroes, who take it upon themselves to rid the world of an insane old god? its like the heroic feeling you get through the movie 300, or the black gate battle in return of the king, but on a smaller scale...personally, i think you almost lose some of that in a 25-man, and with the current content you definitely would with a 40-man.
Ronjoi Apr 30th 2010 9:59AM
I don't really see a problem for the larger community. I like being in Molten or the Silithis raids with just a few people. I wish Naxx was still available in its 40 man size. I feel like our group is exploring an area left from a more ancient time. I get a really good felling from being in a very large space with beautiful art design and only a few people. I get that it offends your sense of proportion. From your description it sounds like no matter where in WOW you go you will always be thinking what the guys in the design department could do better, too bad. When I go into Blackrock or Silithis I am in an historical place killing evil monsters above and beyond a game, I feel transported, immersed. So I hope for huge dangerous places in all expansions not a perfectly tuned space for a prescribed number of toons. That is epic to me.