Ready Check: Looking into the future of raiding

BlizzCon 2011 was a great source of new information for a lot of players. One of the things that Blizzard didn't really speak about, however, was the future of raiding in the next expansion and beyond. Since The Burning Crusade, Blizzard has made enormous strides in changing the face of endgame content. It started with the reduction from 40-man raiding to 25-man raiding along with the introduction of 10-man raiding. In Wrath, we saw an even larger change, with every raid having a 10-man option that allowed even greater access to the raiding scene than ever before. Now, 10-man and 25-man are, to Blizzard at least, considered to be on equal footing.
With each expansion has come a drastic change to the raiding scene, yet nothing was announced for the next game. This leaves us rather up in the air as to where Blizzard intends to take the raiding scene. WoW is becoming a game of accessibility, where the end goal is to make the largest amount of content available to the widest audience. In light of this, it is time that we don our tin foil hats in taking a look at what the future might hold for raiding players of WoW.
Raiding then and now
When you first hear about raiding, your thoughts instantly go toward the endgame scene. Once you hit max level, raiding is virtually the only option that players have. Yes, there is 5-man content that Blizzard is constantly updating, there are new daily hubs, and there is PVP, yet the end game for WoW (and virtually any MMO) is always raiding. At the end of the day, it always comes down to why players raid.
Raiding isn't so much a choice in WoW; it is the only option for players. Once you reach level cap, you raid or you PVP or you do nothing. For all of the 5-man content that Blizzard offers, it has a end -- an end that comes rather quickly. Players raid because it is all that they have to do; there just isn't anything else. With that in mind, we have to ask ourselves if that is how the game should be constructed. Should raiding be the endgame? Should players be forced into this raid-or-quit paradigm?
Gear is the primary incentive for players to raid. You raid so that you can get better gear so that you can tackle the next raid when it is released. That's the long and short of it. Given other options, how many players out there would choose to keep raiding? If WoW offered an alternative means of advancement at the endgame level, how many players would continue to seek to be raiders? I think this is the same question that Blizzard is asking of itself.
As the saying goes, you can lead a horse to water, but you cannot force him to drink. Blizzard has striven to make raids more open to a wide array of players, yet the numbers still just are not there. More players than ever before are getting involved in the raiding scene, but numbers are just a single data point, and they don't tell the whole story. Many players may be involved in raiding, but are they doing it because that is what they choose to be involved with or is it because it is all they have to get into? Given the choice, would these players still continue to raid?
How raiding has changed now
I feel that these are the exact questions that Blizzard itself has been looking into, and I think that it is coming to a single conclusion: Perhaps the endgame of a massive MMO such as WoW needs to have something beyond raiding. Much of the focus of Mists of Pandaria isn't on changing the face of raiding in an effort to entice more players to get into the scene because Blizzard has realized it's reached the end point on what it can do to make raiding more accessible to the playerbase, and any additional efforts would destroy the other side of players.
Whether or not you agree with the sentiment, many of the high-end, hardcore raiders are reaching a point where they feel that WoW doesn't offer them the same level of challenge that it once did. Again, this being true or external factors that might influence this are irrelevant; what matters is what these players believe. That is always an issue out in the world or in developing a game. Your intentions, the truth, or what hard data shows is a meaningless factor; all that is important is what the playerbase feels, thinks, or believes. If the playerbase holds the belief that the highest end of raiding is far easier now than it ever was in the past, then it is on some level true, regardless of what the facts show.
We have reached that point in raiding now. There isn't anything that Blizzard can really do in order to draw more players into raiding. It is as easy and accessible as Blizzard can possibly make it without further damaging the integrity of high-end raiding. Yet not every player is happy with how the raiding scene players out. The best of the best don't feel challenged, and those who for their own reasons don't want or can't get involved with it aren't. No matter what Blizzard does, the latter cannot be changed, and I feel that Blizzard has come to terms with this. Instead, it's focusing more on offering more side options for players to get involved with.
The new PVE Scenarios and non-combat Pet Battles are evident of this. While the former can easily be attributed to what success Rift has seen, the latter is an obvious attempt to offer something more to the endgame besides raiding. Blizzard knows that players need something else; it cannot constantly keep up with the content needs of the high-end raiders, nor can it do more to make raiding easier for those who currently aren't involved in it. Instead of focusing on raiding, Blizzard is looking into alternatives to offer players at the endgame level of play.

What does all of this mean for the future of raiding? Will we ever see a day when raiding becomes just as equivocal to other endgame options? Looking beyond Mists of Pandaria, what will be the focus on the next expansion? Should Pet Battles become highly popular, will Blizzard seek to introduce more content of a similar vein, things for players to do once they reach a max level that takes countless hours of commitment yet isn't raiding? What do we use to draw players into these side projects?
Look at Pet Battles. Your character's gear is entirely irrelevant to the situation. Unlike high-end PVP, there is no true PVE incentive to remain active in the personal progression of your character; instead, the progression path is on an entirely different level. The grind and effort involved with the system is entirely separate from the rest of the game. You don't have to choose to participate in anything other than Pet Battles if you don't want to, and doing so won't hinder your progression in your chosen progression path.
If successful, what will this mean for the future of WoW? Will Blizzard continue with this trend? Will the expansion after this add a similar progression path to players that is independent of the past primary focus of the game? Is this good for the game as a whole?
More importantly, what does this mean for the future of raiding? As Blizzard adds more and more non-PVE-based progression systems at the highest level, how will this impact the way in which the playerbase views raiding? Could it be possible that we will see a time where raiding is merely nothing more than a simple side project that a select amount of the playerbase focuses on? If that ends up being the case, what would that mean for the future effort that Blizzard puts into the raiding scene?
How these changes could impact raiding
Right now, it cannot be denied that raiding receives a huge chunk of the development time. There is a huge amount of focus placed upon raiding because many players rightfully feel that it is their only recourse at the endgame. Again, you raid or you quit. With such a narrow focus within the game, the developers are forced into sharing that same level of focus. Raiding is a huge source of development because it must be done. Without new raids, the game grows stale, boring, and players leave. By introducing objectives that players can put as much focus and effort into aside from raiding into the game, objectives that are independent of raiding entirely, the same amount of development time that raiding currently receives just isn't there.
Raiding might never become obsolete, although that is entirely possible as MMOs continue to evolve in vastly different ways, but its importance at the high end can certain diminish. Is this bad for the game overall? How would the general playerbase react to such changes? These are questions that no one can answer because there just isn't a way to answer them other than making the changes and seeing for yourself. In doing so, Blizzard is taking a risk. Is it a risk for the better? That's probably debatable. Despite being a focused raider myself, I would venture to guess that the game overall would benefit from having alternate progression paths at max level that aren't about gear or raiding or personal itemized progression, but how much of the current or future players would agree with me?
This is all hand-waving, tin-foil-hat stuff. Pet Battles may be the end of alternative progression at the high end; it may not even turn out to hold enough of a time investment for players to really care about it all too much, the same as we see with archaeology. Yet it is a theory worth exploring. WoW has long been a pioneer in MMO design; this very well could be the next frontier. Is WoW ready to make that leap? Is Blizzard? Are the players?
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Raiding, Ready Check (Raiding)






Reader Comments (Page 1 of 2)
Wahhaj Oct 28th 2011 7:27PM
I am not buying the fact that pokemon pet battles is the next frontier. Sure its a great time pass for some but Raid replacement, If anything raiding has to evolve into more categories of accessability. I think this is what blizzard intends to do now with the LFR, Normal, and Heroic modes. This provides and motivates all level of players to participate.
Apart from this I think WoW has a few more expansions left in it. That is why Blizzard has majority of its big guns on developing their next MMO, Titan. If anything this is where you will see the next big leap in MMO's. A true WoW Killer.
Firestyle Oct 28th 2011 7:41PM
Even pokemon battles are going to get old, and require an extension of their depth with more abilities and complexity for players that do them.
Right now it's not about good players or bad players or raiding or not raiding. It's about experience and inexperience. While introducing new things to the game is great, they will need to greaten their depth, which will again separate experience from inexperience.
Minstrel Oct 28th 2011 7:56PM
I don't think his point was that pet battles, specifically, were the next frontier. I think what he was saying is that the "next great frontier" of MMO design is ways to make people care about the game, past level cap, that don't involve raiding. Raiding has been a great part of MMO design, but it's obviously not a universal activity among MMO players. Finding activities that are equally compelling and time-consuming but different from raiding for players probably is the next big step for MMOs.
Bellajtok Oct 28th 2011 7:57PM
Pet battles.... The final frontier. These are the voyagers of the Battleteam "Pokemon". Their continuing mission: to seek new pets, and new awesome abilities. To explore brave new tall grass. To boldly capture what no one has caught before.
DA-da-da-da, da-da-da!
Welldead Oct 28th 2011 7:39PM
I remember myself going to my first burning crusade raid (Black temple) and it was just amazingly difficult and fun at the same time, now when i go into a cata raid i say the same thing but in this case, the cata raids have become more challenging than ever. now i cant remember how aq 40 was back then but i heard it was pain in the ass Lol
Homeschool Oct 28th 2011 7:40PM
I would lean toward raiding /as we know it/ headed for the history books.
Why? I can think of three primary reasons people raid: to get gear (for a variety of reasons), for the challenge, and for the experience. The former is fully satisfied by any reasonably challenging reward-based system, while the latter can be achieved in any environment. The challenge thus is the only almost-unparalleled experience in WoW.
I say almost, because soloing old content can have similar levels of challenge, skill, and intensity. The limits are lower (due to DPS and health constraints), but the challenge is equivalent, and in some cases, higher when solo. So challenge is not limited to a group of 40, 25, or 10 people.
Now, for the clues that hint toward this end - phasing introduced a means to have people in public areas with instanced content. Then we get LFR to support an easy-mode for raids, to allow people to experience them without needing the challenge. Next comes scenarios, which will create an odd combination of quest, dungeon, and lore.
These things seem perfectly tailored toward creating high-challenge encounters in existing zones with existing material - something eerily close to what custom-made campaigns might look like in an MMO.
My guess would be that Blizzard will slowly merge the two, creating a system where they (and possibly players) can use maps (bounded areas within existing zones) and NPCs (both hostile and friendly) to create these replayable events. Rather than creating highly structured raid instances, I foresee small, regularly released scenarios, both in existing maps and new maps (including those comparable to the current raid zones.) In this future world, Blizzard would be able to let players create custom scenarios to challenge each other with, and while only the official scenarios would offer game-influencing rewards, the player-made scenarios hold the potential to keep raiders and non-raiders entertained and involved. With some work, scenarios could even be extended to PvP play. Add in the challenge mode and its leaderboards, and we have a ready-made environment for the World First and Realm First racers.
I rather hope Blizzard IS headed there.
Jyotai Oct 28th 2011 8:03PM
Look to City of Heroes.
They have raids, but then they don't.
It kinda something different.
Special missions people group for that run through a story arc and multiple -short-instances across the city.
Coupled with world bosses that spawn like rares with player organizing 'impromptu raids' to go take them out.
We know they're putting world bosses back in -more- than at present (Cata even has a few, like one in Twilight Highlands, but its just a rare elite of raid boss difficulty).
Challenges suggest a plan to move to something 'directed' and short term story arc focused.
So they might take the City of heroes model, and redesign it for a WoW like paradigm.
Something in a strange as yet unknown territory between a group quest and a raid and a daily.
Raid lead goes to Varian / Garrosh and "offers to help" clean out the big nasty over in 'somewhereville', then puts 24 people into the group, and off they go on a chain of short quests.
Sqtsquish Oct 29th 2011 1:54AM
the experience of raiding often includes binding together as a group and achieving more than you could otherwise- challenge and teamwork. Ever do a ropes course? Yeah that is sorta what alot of use get out of raiding.
Boobah Oct 28th 2011 7:44PM
I'm probably more amused than I ought to be that 'looking into the future of raiding' gives us glimpses of ICC and Ahn'Qiraj.
Tyler Caraway Oct 28th 2011 11:04PM
Sadly, there are no screen caps of the raids from the next expansion because Blizzard hasn't released any information on them. :P
Firestyle Oct 28th 2011 7:47PM
I disagree that challenge for a solo player can be equivalent to challenge for a group. Most high-end raiding isn't hard because of anything other that coordination.
Step 1 in raiding is doing the mechanics, simple things like moving out of fire.
Step 2 in raiding is doing step 1, with high output requirements.
Step 3 in raiding is all of the above, but not only knowing what you are doing, but what everyone else is doing. It adds communication and trust.
Step 3 is the challenge above solo play. Communication and trust.
Jyotai Oct 28th 2011 7:57PM
They did give some hints about raiding's future at Blizzon. Hidden among some of the Q&A sessions.
But its scant into.
- We're not returning to 40-man.
- We're like 25 for Raid Finder as it matches the player population across roles pretty well.
- No plans to move to 15 man as it would hurt 10-man guilds.
- Here's a screenshot of a Pandaria raid (neat graphic on PP-presentation behind speakers).
- There are no plans at present for a big massive bad guy end raid.
- We're adding back the old outdoor world-raids, in open un-instanced zones. We consider that these will get griefed on PvP servers a -feature-.
I think I saw some visuals and comments about 'Sha' monsters as raid monsters. Bit fuzzy there.
My theory is that over time, 10-man raiding will get sidelined for 25 and raid-finder.
While getting 10 folks for a raid roster is easier than 25, there are about 2.5 tanks to every 6 healers to every 16.5 DPS... And adding in DKs as another tank class had -no impact- on this ratio (they need to add a class with -no- DPS spec, just heals and tank - but then 16/25ths of players would complain, rightly, that they were left out, rather than switch roles).
Elzam Oct 28th 2011 8:11PM
I'm surprised more wasn't said about 4.3's LFR utility. While there is plenty of upward-held noses at the idea, LFR is, to me, one of the last large-scale changes Blizzard can make to get more players into the raiding fold. I believe that they're hoping that people will do the LFR and think "I want to do this at a higher level" and pursue greater accomplishments. Of course there is the valid thought that some may finish LFR Dragon Soul and go "Okay, well I saw it, that's it for me" but either way it's do something or stagnate.
Skye Oct 28th 2011 8:23PM
I disagree that raiding has become more accessible. In Wrath I had more chances to raid than ever where in Cata it has been impossible. With the shared lockouts and guild system people are less likely to pug current content. Due to the changes people are raiding only with their guild or if they do pug the requirements are insane as people don't want to take a chance. I like the idea of the raid finder but unless they reverse the shared lockouts normal and heroic mode raids will continue to be less accessible.
Tyler Caraway Oct 29th 2011 9:52AM
I'm going to put this as delicately as I possibly can.
Without offense to you, it literally seems as though your complaint is more geared towards not having the ability to be carried through content via a PuG from a guild that has already downed the content. A function of the multitude of PuGs that you say in Wrath was in large part due to the joke that 10-man raiding was, especially to a group of players in a 25-man raiding guild. The most common aspect of raiding was either that members from a 25-man raiding guild would throw together a GDKP run for a 10-man run, or the rare instances where a specific item dropped in 10-man that wasn't in 25, and that did happen from time to time.
The emphasis of Cataclysm in general has been on guilds, but your notion that it has destroyed the ease of raiding is actually the exact problem numerous players have. Not everyone can commit to standardized raid times, not everyone even wants to, but joining a loosely based guild or forming a longstanding PuG is not difficult -- even on my horribly low population sever on which I'm in the only 25-man raiding guild, Horde or Alliance, and between both factions there aren't even 10 guilds that even attempt to raid -- it's pretty easy to get a raid going. There are probably fewer PuG groups overall because player's aren't running the same content twice a week, which is a very good thing, but the ability to PuG a raid has not gone down.
Jyotai Oct 29th 2011 2:33PM
I'm going to agree that its less accessible now, but for a very different reason.
Mega guilds is what I blame.
First: PUGs are everywhere on some servers, and dead on others. Transferring servers recently has shown me this.
I could start a PUG on the drop of a dime with any of my tanks, and be raiding in however long it took to find a second tank.
Where raiding is -less- viable now is in guilds.
Specifically guilds that have grown larger than a small set of officers can handle.
Your average gamer is not the sort of person with the organizational skills to manage 600-900 people's leisure activities in their spare time as an unpaid volunteer.
- But that's now the most common situation for a guild.
Pre-cata it was rare for me to see a guild with more than 250 toons. My old guild in mid wrath was the largest on my server at 350. We started thinking we were becoming a zerg guild, and realized we couldn't manage all those folks.
A single GM will have trouble handling more than 2 raid rosters. Some can handle 3 just fine, but not most. Very few can handle 4. 5, 6, 7, 8... good luck finding a guild running 8 raid rosters.
But guilds today -NEED- to be running 25+ raid rosters; 250 accounts of people.
600 is about the normal guild size today, for a level 25 guild. Account for alts, probably between 200-300 accounts.
They simply can't. So they manage what a single GM and a handful of officers at the core can mentally track: 2 or 3 raid rosters. Often just 1.
Everyone else gets sidelined.
For people who prefer having a scorpion mount over raiding, that's fine. But for everyone else it means PUG raid or don't raid.
- Which is also why I can form PUG raids at the drop of a dime, if I so choose. But I prefer not doing so, and as an experienced tank I'm lucky enough to have made it onto one of those increasingly rarer raid rosters.
goldeneye Oct 29th 2011 5:06PM
For me, the most raiding I've had was with the Weekly Raid quests in Wrath.
It wasn't the difficulty, I could handle difficult. It was the time commitment. W/o weekly raid quests I haven't raided AT ALL this xpack. PuG or guildrun, doesn't matter. I usually can't commit those hours. And when I do get to sit down and say "ok, tonight, I'm gonna raid". There is
A) nobody doing a run
B) I'm not wanted, because I have no experience.
I'm looking at LFR as my last chance at raiding this xpack.
In the mean time I run the occasional ZG-run (just so much I don't go insane), do Baradin Hold (a small taste of raiding) and do Molten Front and Tol Barad dailies. The rest of my time goes to my army of alts.
Injera Oct 28th 2011 8:28PM
I strongly disagree with the idea that raiding is currently as accessible and easy as it could be without affecting the "high end" raiding. Really, look at the objective difficulty and complexity of the introductory fights in Cataclysm vs. those in prior expansions. Look at mechanics in raids now that test things completely unrelated to character development such as movement and reaction time. Conclave of Air vs. Lucifron? Attumen vs. ODS? Magmaw vs. (Wrath) Patchwerk?
Think about it this way: if they had made 3 of the first Cata fights easier, and shifted the difficulty for all the fights correspondingly, a grand total of 999 more guilds would have
full cleared the content before it was nerfed. Meanwhile, roughly 21000 would have been able to full clear normal mode, 8000 would have been able to advance past the introductory bosses, and who knows how many more would have at least been able to get into raiding? (source:http://pvsah.blogspot.com/2011_06_01_archive.html)
Look at those numbers from Player vs. AH. You have almost no differentiation in difficulty (as measured by clearance rates) between 2/13 HM and 5/13 HM. They could have recaptured those 3 bosses worth of difficulty in that spot, which would have resulted in no change at the highest tier of raiding, anyway! Intentional or not, raid design in T11 wasn't about a broad difficulty curve to truly test the "best of the best", it was about creating exclusionary content for one-fifth of the raiding population.
New players need a gradual difficulty curve to get started raiding. LFR isn't going to cut it-"l2p" followed by a kick isn't going to bring about a new generation of raiders- what needs to be done is to simply make the difficulty curve start lower early on and tighten up a bit in the heroic modes.
Tyler Caraway Oct 29th 2011 10:40AM
Cherry picking comparisons to make doesn't exactly suit your needs as well as you might thing. From Wrath, you really want to use Patchwerk as your example of the normal entry raiding boss? Because, the reality is that Magmaw is not any more or less difficult mechanically than Sartharion, another entry level Wrath boss. In fact, the two are virtually identical.
In Sarth, you had to move out of lava waves, for Magmaw you move out of eruptions. Sarth spawned fire elemental adds periodically which needed to be AoEed down, Magmaw spawned lava worms which needed to be AoEed down. Magmaw had one other ground effect and the riding him, Sartharion had a nasty flame breath, cleave, and a tail whip. That doesn't even take into consideration the vast difference in comparing Sarth 3D to heroic Magmaw.
But then, let's go back to Naxx, shall we? There was Instructor whom required MC juggling on adds in order to be tanked, easy enough, but certainly not any less complex than Conclave. After all, the only complexity is watching timers and then moving. There's Noth as well, but he was merely a dispel/aggro fight that had an add phase, not really complex.
Omnotron wasn't that difficult of an encounter. It has more mechanics than most other fights which can make it feel more complex, but complexity does not directly correlate to difficulty. Brutallus was a horribly difficult encounter, but it was simple as well, same with the original Patchwerk back in classic.
Regardless, the numbers you linked to do not support your claims in the least. They show that Heroic Atramedes, Maloriak, and Chimaeron were easier than Heroic Omnotron, but that has absolutely nothing to do with normal modes. You cannot extrapolate numbers in that fashion. Did you miss were more guilds had killed Sinestra than had done Hoeric Ascendent Council?
Only 4% fewer -guilds- had killed Omnotron after killing Magmaw. Yet, 6% of those that managed to kill both Omnotron and Magmaw were not able to kill Maloriak. 14% were not able to kill Atramedes, and 16% weren't able to down Chimaeron. How, then, could those bosses had been rearraged in an effort to make the entry level bosses easier? Because there is a consistent, sharp drop in the number of -guilds- that were able to defeat each subsequent boss.
It is also worth mentioning that 92% killed Halfus, while 83% killed Twin Dragons, having a difference of 9%. From there, only 70% killed Ascendent Council, a drop of 13%. So, clearly the raid encounters did increase in difficulty as raids progressed.
"You have almost no differentiation in difficulty (as measured by clearance rates) between 2/13 HM and 5/13 HM. "
Not true at all! 31% killed Halfus, yet from there we see an 11% drop for those that managed to killed Atramedes and Chimaeron. Then we see another 4% drop in those that managed to kill Magmaw and Maloriak. I would say that the almost 10,000 guild difference between Halfus and Magmaw is a pretty significant difference (again, going by the numbers used by the site, this would account for 150,000 players.)
Sqtsquish Oct 30th 2011 1:32PM
Can I get a shout out for Tyler taking an unpopular view and arguing it in a fair and considerate manner?