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4-30-2010 @ 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.
4-30-2010 @ 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?
4-30-2010 @ 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.
4-30-2010 @ 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.
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