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 6 of 6)
Azrahel Apr 30th 2010 11:41AM
I have to completely disagree with this size issue here. I really don't think the the raids feel like there should be more people in them at all in ten man. And I don't think a crowded zone makes it feel more epic.
Also if any thing I would say the designers scale raids (in size) half way between the 10 and 25 player format. I would argue that the feel to tight in 25 man not just right. and in 10 man the feel just right.
I think you hit the nail on the head in your first post when you said that the real epic feeling came from the more eminent danger in the encounters. That feeling that you could die at any moment. The problem is that, the feeling that in retrospect made things feel epic was simple random elements that could wipe you in an encounter. These elements that were more subtle in vanilla which became more blatant (you could wipe due to bad luck) elements in TBC. These sorts of things were removed in wrath's standard raids because people didn't like them. But they still exists heroic modes, so if you like that sort of difficulty its still there. Not to say that the random aspects are the only thing that make heroic mode heroic, but if you miss the hard raid style that was the standard in TBC and vanilla that is what hard modes and heroic modes are.
Irem Apr 30th 2010 11:57AM
I can see this. ICC feels off to me for different but similar reasons--it doesn't feel like a real place, the way Kara does or LBRS does (those are the two "place-est" places I can think of in WoW). The design is obvious in that it's meant to shuttle you from boss to boss and that's exactly what it does. It feels more like TotC than Ulduar; we're not raiding the lair of the enemy, we're entering a zone and progressing through mobs. Most raids and instances are fairly linear, but I think they've done much, much better in many other situations at covering that up. What should have been a huge, impressive structure ended up feeling to me like a very small series of cramped hallways.
Azzure Apr 30th 2010 1:01PM
I am on a low Pop realm. so 25 mans take forever to organize. we have had to be in a raid group for 2 hours before going (waiting for people to log on). I cant imagine how difficult a 40 man could have been. I never raided Vanilla (Didn't play back then) or BC (started playing late in BC and wasn't able to get into a raiding guild) and so maybe because I am still young at raiding but I have felt the EPIC in all of the raids in WotLK.
I do agree that the Raid lockouts being both sounds like they are cutting back on the amount of raiding I can do in a week... And that saddens me.
greeto Apr 30th 2010 5:38PM
It's the motto for Cata:
Bring yourself, not the class.
Do you have two classes you like to play?
If you want to raid twice as much, then just raid on two separate chars! Think about it: more variety for you, could lead to less burn-out, and when your guild suddenly needs a new healer/tank/hunter you'll have a guy already suited up! People who have less time also benefit, because their main won't become obsolete because they cannot raid as much. Sounds like win-win to me. :)
Valent1ne Apr 30th 2010 1:34PM
This topic actually reminds me of Bioware's recent SWTOR video release. They mentioned that while a ton of people ganging up on one guy can be fun, it's not very "heroic". I have to agree with them there. A 10man feels like we're taking this elite, finely honed squad in to surgically attack the place, whereas a 25man feels like a bunch of goons zerging stuff down.
Utakata Apr 30th 2010 1:05PM
"But when you take 10 people in that space, what was once comfortably "huge" for 25 borders on the absurd for 10 players."
Ulduar was built by the Titans. Thus it would be equally absurd if the instance was designed smaller to fit 10 players.
As for the silly arguement of having raid dungeons that are designed to fit 25 feel magically less epic for 10, wouldn't commen sense dictate that the bigger it feels the more epic it is?
Anne Stickney Apr 30th 2010 4:05PM
Nope! Kara felt absolutely awesome - because that space, while huge, was designed around the 10man model. All the rooms were designed with the thought of making them "huge" for 10, but I tell you what if you managed to cram 25 in there (which you can't, unfortunately), that space would feel crowded, and honestly, just as awkward as 10 people in the massive space that is Ulduar.
falcon13 Apr 30th 2010 1:14PM
I don't think its that the game is missing something, but that you've gotten so good at playing WoW that you're missing the epic feel. My guild is small and barely raids, but when we downed LK it was EPIC. We had spent weeks learning the fight and when we finally got it, it was amazing. We spent so much time on that fight that bringing him down was awesome.
I think the reason most people don't feel the epic anymore is because they have gotten too good at the game. When you can beat a boss without it feeling like a challenge because everyone knows how to perfectly play thier class, it takes out a lot of fun and epic feeling from downing that boss.
Claire Apr 30th 2010 1:37PM
I really disagree about Ulduar. Going into that huge space with a smaller group feels MORE epic to me. My compatriots and I must be amazing badasses if we can take this place on with just 10 of us!
nekorion Apr 30th 2010 1:55PM
/signed for 15 man raids. Seems like a nice number.
Undra Apr 30th 2010 2:38PM
I understand what you're saying, but I disagree. How many encounters, for example, require the raid to stack up on a few spots, how many fights actually use all the boss space provided? Most of the fights fit a 10man quite well, and the larger rooms don't feel empty, but oppressive.
I'm getting tired of hearing and reading about 25ers complaining about this. All I can say is I understand your concerns, but I'm from a 10man guild and I disagree that this is a bad thing.
And that's what this has turned into: People in 25s disliking it and people in 10s loving the idea. And the 25s seem to be complaining louder than the 10s are applauding (probably because they have more people and better shouting gear).
It's not the end of the World (of Warcraft), it's jsut the end of the world-as-we-know-it.
And I feel fine.
greeto Apr 30th 2010 5:42PM
DPS = Decibels Per Shout
cidninja Apr 30th 2010 4:12PM
i don't really buy this because molten core is definitely the worst designed raid in the game. this all sounds like nostalgia to me, and you're just trying to find a more legitimate justification for it.
Utakata Apr 30th 2010 4:57PM
You seem to basing your arguement on a subjective claim of what you deteremine as an epic aesthetic. Some of us have concluded that the larger the environment per number of players constitute as epic. Hense, a 10 person Ulduar would be extremely epic. You have concluded elsewise. The problem is now that both postions are unlikely wrong....since it's based on a purely a emotional response of how one defines as epic than what is not actually epic (which is any item dropped that is coded purple ingame).
So this is becomes an awful way to make an arguement...which is not based on any tangible evidence, but rather a jaded subjective view of the writer trying to rally the troops around a position based on the on the view "it doesn't feel right." This is equivalent of a younge earth creationist emotionally appealing to the masses that something beyond our universe being more than 6000 years old "doesn't feel right." Hense, I could easily argue that 25 persons "don't feel right, but 10 persons do," thus 25's should be eliminated. Perhaps instead you need to step out of your perspectives and see where other players are coming from. Non?
There are better arguements to be made of why 10 and 25 peeps should have their own lockouts. This is not one of them.
Utakata Apr 30th 2010 5:03PM
Sorry folks...this was to be address to Anne Stickly on her reply my post. I am not sure why this got stuck here. I'll try to be more careful in future.
...you'll have to find my original post burried somewhere in the kazillion posts on this subject, if you truely care. Just ignore all this tl;dr if you don't. :)
Ayasu Apr 30th 2010 5:02PM
I think that, honestly, you're overthinking this a bit much. Honestly, yes, they design some of these places for certain sized groups, but truth be told, that's the only difference.
Could you honestly imagine fighting, say... Marrowgar in a smaller room? Would the fight feel the same if the room were smaller, and the boss model shrunk? What about Saurfang? That platform is tiny enough as-is.
Even on 10-man, the ICC raid areas don't feel "too big" to me. They feel appropriately sized for what they need to be -- awe inspiring. And honestly? It's the Lich King's fortress in there, would it make sense for it to be smaller?
As for Ulduar, the place was designed by the Titans -- beings obviously larger in stature than any of the player races in Azeroth. It makes complete and total sense for those areas to be so large. Hell, the smaller areas are what don't make sense to me. Take the stair wells for example. REALLY HUGE HALL WAY. Itty bitty steps.
TOC also feels appropriately sized -- it's an arena of sorts, it should be large.
While I can see your point on this, I just don't share it.
icepyro May 1st 2010 6:59PM
Hmm, a day late here, but just wanted to chime in since I didn't see this yesterday.
I really don't see 25man raids dieing. Sure, for raid leaders, the easy route is 10man. But honestly, I have a better chance at the loot I want in 25 due to their change. Right now 25 offers the loot I want because it's better. In cata 25 will offer the loot I want because it's more frequent. Once the various raids get played enough that I have what I want, then I can see wanting to do 10man just for expedience.
Also with the lockouts, once you decide to 25 man and find a consistent group, the lockouts prevent you from doing 10s, so you really don't have to worry about how the raids look in 10 as you will not be doing them most of the time.
It sounds like the epic feel is from the whole group setting, but because you could enter with fewer people, it cheapened the experience because your mind just can't get beyond "well you only need a few people to beat this boss" and not "I am beating a weakened version because I can only get these few noobs". The fact that it's the Lich King at 10 and it's the Lich King at 25... same person right? When no, no it isn't.
Also, Wraths big bad was a man in fancy armor. It wasn't a big demon or dragon or other monster. They did the best they could to not seem stupid, but still, technically Tirion and Arthas should have been the size of your character.... and 25 people are supposed to be beating on him without hitting friendlies and looking dumb?
Cata is about a big dragon again and elementals, so the encounters should be big again. Hopefully that will bring back some of the epic you describe.