The Cataclysm: A critical examination

You are mistaking the developers looking at the game with a critical eye with the claim that it was a "failure". We've seen a wide spectrum of opinions over Cataclysm and we're not afraid to look at what worked and didn't work (as we do with each expansion and game as a whole) and try to find better ways of doing things. I heard differing opinions overall during BlizzCon, but not once did I get the impression that any of those opinions boiled down to "Cataclysm sucks" as a whole. They had key elements that they disliked or thought could be improved on, but throwing the whole thing out the window as a "failure" is and should be considered a bit extreme don't you think?
As always, we want to keep learning and growing from each iteration of the game and that means that we're going to do that by continuing to look for your constructive feedback as well.
As always, we want to keep learning and growing from each iteration of the game and that means that we're going to do that by continuing to look for your constructive feedback as well.
Eternally failing upwards
Let me be frank: If your standard for discussion of WoW as a whole or any of its expansions considers the game a failure because there are aspects that some players don't like or the designers decide can be improved upon, then you are arguing that a game that has lasted since 2004 with millions of subscribers worldwide was a failure. If that is your argument, I have to say, I only wish I could fail that thoroughly. I would be failing my way into a mansion and a yacht.

My own private Cataclysm
I have my own biases about Cataclysm as an expansion, and those biases are (but are not limited to) the following:
- The revamp of the old world zones was extremely well done. Levels 1 to 60 are an astonishing experience. I even leveled a character to level 70 four days before Cata launched, and the decision to simply give everyone the revamped old world without having to buy Cata was brilliant and highlighted those zones.
- The word Cataclysm is hard for me to spell. Seriously, I type catacylsm or cataclsym quite often. I have no idea why.
- Quest design in Cataclysm's zones is, for the most part, better than it has ever been. My one caveat is that, for myself personally, I am not a fan of the extent to which pop culture references sometimes take over. Uldum in particular loses me with the Harrison Jones quests, although once Brann Bronzebeard takes over, I'm back.
- As a raider, I felt adrift in the start, and the time between the launch raids and Firelands felt too long. The three launch raids also didn't feel at all like a starting raid experience, as Naxx/Sarth/Maly did. I think Firelands is an excellent, extremely fun, extremely well-designed raid, but it's also the only game in town for this tier and I'm starting to get tired of it. In general, if you're a raider or if you're not, endgame content felt thin on the ground compared to The Burning Crusade or Wrath, which had more dungeons and heroics and comparable raid content, as well as a lot more zones to level through.

A tale of babies and bathwater
However, just because I can find flaws in something, it doesn't follow that thing has failed. It's not even the case that the developers haven't already found flaws in it.
Oh, we heard people who disagreed with things pretty vehemently too, but the very cool part about getting to talk face to face, is you remove the distance between your words and emotions, thus letting each other truly understand a bit better what the other is saying.
I get what you're saying and I also agree that most people who are walking through the doors at BlizzCon are usually those that are pretty darn happy with things, but that doesn't preclude those people from voicing their own viewpoints to us either. It's just done with a bit more humanity since there's no keyboard and screen between us. ;)
I get what you're saying and I also agree that most people who are walking through the doors at BlizzCon are usually those that are pretty darn happy with things, but that doesn't preclude those people from voicing their own viewpoints to us either. It's just done with a bit more humanity since there's no keyboard and screen between us. ;)
The problem with declaring something a failure in this context is that it ends the discussion, and I don't want the discussion ended. I'm still playing the game -- of course I want to keep talking about it and how it could be better, especially with the people who are in the best position to make it better.
If I could sit down tomorrow with the game's development team, the first thing I'd want them to know is how much I enjoyed Hyjal, Deepholm and both the Horde and Alliance versions of Twilight Highlands. I'd want to explain what I loved about Uldum and exactly why I didn't love all of it. I'd want to discuss Vashj'ir and why I get vertigo in that zone, and how it cost me some really awesome quest experiences on my first two play-throughs. I'd want to talk about how the Molten Front saved two of my alts and the specific fights I did and didn't like in the raids. In short, I'd want to talk to them -- not, you know, insult, belittle, or declare their work a failure. Because not only isn't it a failure, but that kind of blanket declaration ends the discussion. The designers aren't perfect. I'm not suggesting that they are.

We're not spinning anything. This is one accusation, that I'm sure were you in our shoes, you'd understand is quite overused. We have no need to spin anything. We do not rest on our laurels. At no point have we ever declared the game, "done" and gone off into the sunset to celebrate its perfection. We are always looking for ways to make it better. Always. The amount of meetings, discussions, emails, instant messages and more on our end absolutely indicate that fact. Were it perfect, we would all just spend our days playing the game versus working on it. Alas though, I haven't even gotten to see Hallow's End yet this season. :(
Let's come to an agreement together, Ok? We'll keep working to make things better, you keep providing constructive feedback on what we could do to make it better. We'll then try to figure out how we can meet in the middle on some of those things as often as possible. Deal?
Let's come to an agreement together, Ok? We'll keep working to make things better, you keep providing constructive feedback on what we could do to make it better. We'll then try to figure out how we can meet in the middle on some of those things as often as possible. Deal?
This particular post is what got me interested to write about Cataclysm as an expansion at all, because I usually like to wait until the last content patch is out and we can reasonably be said to have experienced all of its content before I do so. I haven't gotten to kill Deathwing yet or even see much of the Dragon Soul raid. I have run the three new dungeons, fought one boss in DS raid testing, messed around with transmog on a variety of characters, and in general had a blast on the PTR. There's some awesome content coming in this last patch, and I don't think it fair to discuss Cataclysm's overall success or failure until that content is out. Quite frankly, the best really is yet to come.
My main criticisms of Cataclysm at this particular point in time is as follows: It didn't have enough endgame world questing content. I would have loved at least one more zone to run through once I hit 85. Relying on Tol Barad to make up for that required your faction to be successful to maximize the quests and still ran into the daily quest limit, especially once the Molten Front launched. The Molten Front itself was solid content, but it's very hard to run through it all again and grind up the marks to unlock content on your third or fourth alt. The starting raids didn't feel like they introduced you to raiding at all, and getting a raid of people who weren't used to raiding through them nearly killed me, necessitating that I switch guilds mid-expansion. ZG and ZA were solid content, but I really got tired of running the same two dungeons over and over and over again.

If you asked me about Wrath or BC, I could have come up with similar lists. I really hated Trial of the Champion/Crusader as a content patch. Hated it like fire. Does that make Wrath a failed expansion? Did the complete and utter lack of interest I felt in ever running Ogri'la on any of my alts or doing the Tempest Keep 5-mans after running them hundreds of times for a Sun-Eater just so I could tank Kara make BC a failure? No, of course not.
The game isn't perfect. It has never been perfect. It will never be perfect. Perfection is the end. Perfection means there's nowhere to go. Going places and doing things is the entire point. I want the game to never be perfect. That doesn't mean that Blizzard shouldn't strive for constant improvement, and I have to believe that's exactly what it does strive for, based on what I saw the past weekend. I already believe, based on the new talent preview, that the lessons of Cataclsym were always being learned.
In a sense, the entire fight against Deathwing is an objective correlative for this struggle to always improve the game. Deathwing's perfected Azeroth would be dead. I've argued before that change has been good for the game for the vast majority of its existence, and Cataclysm has been some of the biggest changes the game has ever experienced. Neth's point about the give and take between the designers and the players is apt and needs to be restated again and again. The game will forever be changing and being changed, and we'll forever see things we would have Blizzard change. Our task in every expansion is to tell Blizzard what we want in a way that allows it to make use of that information.
Constructive criticism is criticism that informs -- what didn't you like, why didn't you like it, what did you like and why did you like it, what Blizzard did right as well as what it did wrong, and why those things worked or didn't work for you. Blanket dismissal, personal attacks and cynical interpretations of every statement won't contribute to helping the game get better.
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.
Filed under: Analysis / Opinion, News items, The Burning Crusade, BlizzCon, Wrath of the Lich King, Cataclysm






Reader Comments (Page 1 of 8)
Rolly Oct 28th 2011 3:13PM
Cataclysm was far from a failure IMO.
The only failure for me was the bizzarre difficulty curve, way too easy and fast leveling to smash'em in the face heroics. There seemed to be very little gradual increase in difficulty like vanilla or BC had. Players could reach end game with little to no real understanding of their class and it's abilities.
SamLowry Oct 28th 2011 3:39PM
When you're chatting about WoW with a coworker and some complete stranger comes up to you and says "Cataclysm killed that game", you have to wonder.
VSUReaper Oct 28th 2011 4:51PM
Rolly had it spot on - the ease of leveling was rediculous, followed up by a swift kick in the ass from the heroics made the game a headache.
Mix that in with gaping holes of itemization since Cata launch (shammys and druids had problems at the start, and plate DPS had no non-tier options in firelands - I'm sure there are other examples) it made the game extremely non-fun at times. I loved raiding, but knowing that I had to go do old heroic content to replace my troll shoulders sucked (Fandral hates warriors tokens and refuses to carry any!).
I think the other thing that was not really completed was Archeology - it sucks when you want to work on troll or Tol'vir stuff, and all you can get is a TON of night elf crap, especially when you have no interest in NE artifacts.
Leveling + entry to heroics, gear holes, and poorly implemented Arch is the only problems I have with Cata.
Narayana Oct 28th 2011 4:52PM
What's missing from that statement, though, is the all important "... for me." "Cataclysm killed that game FOR ME."
The transition from Wrath to Cataclysm was very harsh. I don't think there are many people who would argue against this. Personally, I leveled from being a level 80, take on all comers, nothing can kill me tank to a level 85, heroics are rough, I hate people and my gear gear isn't good enough tank in less than a week. That's quite a change in so short a time-frame. (Interestingly, I'd say that Cataclysm seems to have killed my tank for me- though it has allowed me to play my original main again...)
Some might say that Blizzard over-corrected for what some people saw as Wrath being too easy. Interestingly, for every person who quit because Cata was too hard, you'll probably find a guy (take TotalBiscuit, for example) who quits because they eventually nerfed it to make it easier.
The problem is that people are far too willing to extrapolate their own experience onto everyone else. We actually are all unique snowflakes- we all have different experiences in the game that drive how we see the game in the end.
clundgren Oct 28th 2011 4:56PM
Yup. And look at the tension this caused between players. God forbid you were a new player venturing into a Cataclysm heroic: you were likely to be abused, made to feel responsible for every wipe (which may well have been true, since some fights had tricky mechanics for brand new players) and then kicked. How many players were lost after running a few heroics and having that experience.
Heroics have to be puggable content, since that is how they are normally done these days. Having a mechanic that kills a player if he stands in fire is okay, as long as he has a chance to get out. We'll pick him up after the fight. Having a mechanic so that the new/distracted/drunk/griefing wipes the group when he stands in the fire is NOT okay for heroics. That just leads to finger-pointing and /kicks.
Skarn Oct 28th 2011 5:44PM
Very excellent point, Rolly. In BC, the leveling was significantly slower paced with a couple extra zones left over. Then you ran a bunch of Normal mode dungeons for a while to get your rep up and THEN you smashed face against the Heroic modes. (I'm not sure I've experienced ANY 5-man dungeon as soul-crushing hard as Heroic Shattered Halls was at first. Maybe Heroic Magister's Terrace. Nothing in Cataclysm compares though.)
Wrath...well, I'd almost say it didn't have a difficulty curve, but that's not entirely true. It is accurate that normals-at-max was non-existent. Everyone jumped straight into the Heroics, most of which were very easy. There were a few that were more difficult, but not up to the difficulty of BC Heroics. (Oculus in particular was hard due to learning the drakes, not necessarily the tuning itself.) Naxx was also fairly easy, but the difficulty did ramp up some when you got to Sapphiron and Kel'thuzad. When Ulduar hit, difficulty went up quite a bit, but it was still fairly gradual throughout the instance. Normal mode XT was not nearly as hard as Normal mode Mimiron. Or Vezax. Or Yogg. Wow, Yogg. Love that fight.
I sort of mourn the loss of Normal mode dungeons that occurred in Wrath. Heroics were initially added as a difficult means of progressing your character without raiding, which was on oft-requested feature in Vanilla. In Wrath they turned into the norm, which gutted their purpose. I'm not sure that's necessarily a bad thing, because chain running X number of normal mode dungeons only to turn around and do the same dungeons on Heroic before you can consider raiding isn't that great an idea. Too prone to feel grindy and repetitive. I still love me a good challenging 5-man dungeon. Challenge modes may suffice, we'll see how it plays out.
Where was I going? Oh yeah. One of Cataclysm's issues (love me the expansion, but it has issues) was that it tried to go back to the BC paradigm of "Heroics are HARD." It lacked BC's element of "go do some normals first" or more accurately, lacked enough normals to do. There was a level of content players were supposed to do before hitting Heroic 5-mans, but it barely exists in Cataclysm. So players jumped into Heroics and got smashed. Understandably, this was not a fun experience. Ultimately, it might be for the best that the "Normal -> Heroic 5-mans" run seems to be permanently dying in Mists. (Developer Q&A yesterday said there will be no normal max level dungeons.) Yet, I can't help but find it amusing that a "Heroic mode dungeon" is an easily clearable dungeon with a random PuG. Correct way to do it? Quite possibly. Amusing in it's oddness? Oh yeah.
noel mcleod Oct 28th 2011 5:59PM
@clundgren
You very much said it. I tanked a great deal in Wrath, and quit tanking in Cata. At one point, if it weren't for PvP I would have cancelled for lack of anything I COULD DO. (NOT lack of anything TO do, but PuGging as a tank in the new heroics is NOT, VERY MUCH NOT, fun). I have tried, and the people I got were just genuine a--wipes without exception. So I'm left with PvP and levelling alts.
I certainly miss tanking, which WAS my favorite part of the game. A guildie (we are not a raiding guild) asked me why I never tank anymore when I was the guild;s best tank in Wrath. That was nice of her, but I wasn't ... I was the most ACTIVE tank though, always ready to run a heroic with anyone that wanted to go. And even with the extra rewards, I don't PuG heroics. (I do tank regs for the guild , but they're way too easy now. A PuG healer asked if they could DPS Throne of Tides because at 200K health I really didn't need a healer and why was I running a reg anyway ...).
DarkWalker Oct 28th 2011 7:30PM
@noel mcleod
You almost described my own situation post Cataclysm, apart from the fact I don't PvP in WoW (and, thus, had nothing to keep me playing).
During WotLK, after becoming Loremaster, I turned to tanking PUGs as my source of fun (besides one weekly raid with the guild). A slow week would see me doing 10 hours of PUGs (i.e., 30-50 dungeons runs in the week), and I was always ready to help guildmates with their daily runs or achievements.
Cataclysm made me really unwilling to tank PUGs, even regular ones. I don't think the problem itself was the difficulty; instead, it was the fact the LFD would let in players who had no chance, at all, of doing the instance. I really don't understand why Blizzard even lets someone who only have PvP gear, or who don't even have the spec for the role he selected, to queue (and, sincerely, if I ever get back to tanking, I'm considering refusing to move if there is even one player in the PUG without the proper gear or spec for his role).
Apart from that, I had a few other misgivings with Cataclysm:
- Portals in Shattrath and Dalaran removed. Without them, I flat out refuse to go back to those old continents due to the travel time involved, thus removing the old content from my play options.
- I really disliked the quest revamp. While doing the new quests the first time is quite nice, they became too linear, to the point I can't bring myself to level alts anymore. This killed a lot of my enjoyment of the game. Plus, there were too many places where I felt like I wasn't in control of my character; this was most apparent in Uldum.
- Archeology. I dislike both random rewards and travel time. Archeology is doing travel time in order to get random rewards.
If it was up to me, how I would have "fixed" the game:
- LFD with a real spec and gear check, turned on whenever players queued in anything less than a full party, so only players that have the proper (non-PvP, correct for their spec, with at least basic gems and enchants) gear, and the correct spec, are allowed to queue for Heroics without a full group. Plus, some kind of help for when players aren't allowed to queue, telling them exactly what they need to fix.
- Integrate into the UI notifications regarding player failures. Something akin to a mix of GTFO, DBM, and Recount, with the collected data kept private for each player, focused on making each individual player keenly aware when he fails. Also, a debriefing after a wipe, telling the player what went wrong (if he stood on bad things, if the boss used something that should have been interrupted, etc), and a score based on his performance.
- Better dummies which give players a basic diagnostic of their DPS/HPS (at the very least telling them which content tier their DPS/HPS is good for).
- Keep the portals in Shatt and Dal. Perhaps make them phased, so players need to be lv80 (and, perhaps, do a questline) to use them.
- Redo Archeology.
Kira Oct 29th 2011 3:47PM
I think what needs to happen is rather than having heroics be a stepping stone into raids, have them be an alternate progression path. Gear up for raids (or heroics) in normals, then have raids and heroics on equal footing gear wise and difficulty wise. Something I particularly enjoyed in Wrath were the 3 ICC 5 mans, the way they all connected together. It felt like a (admitted very easymode) raid for a 5 man team, which is what I would like to see heroics be like, except at raid level challenge.
Sedna Oct 28th 2011 3:13PM
I agree with a lot of those points! 1-60 is great, it's a pile of fun, and the storytelling in the Cata quests is fabulous. But as a raider, I've been feeling adrift. Firelands just didn't do it for me and I'm not sure exactly why.
Grimgold Oct 28th 2011 6:00PM
I really felt like the 1-60 changes were a waste of time, I have all of the alts I care to play, and suddenly to get to half the content in the expansion I had to make another. The game had been out for almost 7 years when Cata launched, so I have a hard time who they were targeting these changes towards. Wow has almost no new players, and among the new accounts churn is high by blizzards own admissions. Existing players mostly want content for their mains, as for alts, during the almost 7 years of the games life, you had the opportunity to level up any class you wished to play.
The dev effort spent on those changes was immense, and it quite frankly left the rest of the expansion lacking, the leveling experience was abrupt, there weren't enough instances, and end game was thin. Add that to the frustration of spending hours a day in queue for heroics to get geared for raids, and I was ready to wash my hands of wow within a month of Cata's release. Add to that the fact that 25 man raiding is nearly dead on my server, and I'd say that quite a bit more went wrong with this expansion than went right. Don't take my word for it, the fact that wow is hemorrhaging subs attest to this expansions quality far better than I can.
vegemite Oct 29th 2011 9:01AM
@Grimgold
with regard to the no new accounts being made...... you are completely wrong on that point. Wow has more people that used to play it than currently play it, as over 11 million play the game currently that means that at least 11 million cancelled they got replaced somehow.
while it is true that there has been a drop off in new account creation, the revamp was done to increase the conversion of trial to full accounts and bring new players into the game.
I know plenty of people who are totally new to the game and have just started playing. The problem with cataclysm is that once they hit the level cap the heroics and the abuse from experienced players in the LFD groups just broke them.
As cataclysm was aimed at fixing the horrible horrible questing and levelling experience that was vanilla( I levelled 11 characters through it and it was clunky and badly laid out, a hell of a lot of fun but the new one is better designed and more accessible) with a levelling experience including the lessons learned in the development of the original game and the previous 2 expansions.
MOP is aimed at luring the considerable amount of ex players back into the fold.
personally I think cataclsym is as successful as any of the other expansions were and any difference comes from a feeling of nostalgia for what went before or rose tinted glasses forgetting how poorly itemised the vanilla raids were, how insanely hardcore TBC was and how easy wrath was.
wow has lost subs for many reasons including, lack of endgame content, ramp up in difficulty too high and the fact that a lot of people lost their jobs or have to work more than one to make ends meet. This game and games in general have a older playerbase and issues like this are going to affect it more and more
Bert Oct 28th 2011 3:15PM
I personally feel that one of the biggest failures of Cataclysm was only adding 5 levels to the max level for your character. I personally hit 85 in only 2 weeks. After that I was left grinding heroic dungeons and doing starter raids until everything got very boring. One of my biggest complaints with MoP (and trust me, I have lots) is the fact that they only added 5 more levels to the max level again.
Boobah Oct 28th 2011 3:42PM
This is a complaint I just don't get. Or it's phrased very poorly.
I understand the complaint that the journey from Wrath's cap to Cataclysm's cap felt like it didn't take long enough. No problems there. I'm not sure I agree, but that's neither here nor there.
It's the 'my arbitrary number didn't increase to a high enough arbitrary number' thing; that bugs the heck out of me.
Kurash Oct 28th 2011 4:10PM
The number of levels doesn't matter, really. What matters is the amount of new content we're able to explore while leveling and pace at which we level—5 levels can take just as much time to grind out as 10 if the XP is throttled well.
icepyro Oct 28th 2011 4:17PM
Think about this though: in cata, you get a talent point every other level until 80 where you start getting one each level. You get abilities roughly every 2-4 levels all the way through. Those last 5 levels? they were basically 2 levels in older content. So getting content and only upping the number by 1 vs getting content and upping the number by 2. SSDD?
What the content lacks in Cata is what Rossi said: You reached max level and chances are you were halfway through the last of the zones. There wasn't other zones to go into. You had seen most to all of it. I was at least up to the point for the dailies and just started doing those rather than even finishing the zone.
In Wrath, there was at least one other zone of pure questing that I couldn't possibly have even touched when I reached maxed level. As a result, I reached 80 and still had stuff to do besides hang around and do dailies. It was kind of annoying being torn between wanting to quest the shoulder enchants and wanting to hang in a city for dungeons, but I like that better than doing dailies while queued and then quitting afterwards because that was it.
morrie.berglas Oct 28th 2011 4:29PM
@Kurash, I agree for me its about "content". I bought in during Vanilla WoW after playing mainly RPGs like Baldur's Gate and enjoyed more content in WoW than I could ever reach. But now, with Cata and my raiding guild, I have experienced every ounce of content pretty soon after its released. Blizzard's quest designers and encounter designers are the best in the world, bar none, telling engaging stories with heartfelt moments and lots of giggles. I feel Blizzard is "copping out" when they add features like Heroic raid modes, achievements and pet battles which require little or no involvement from the creative wonders of their teams.
vocenoctum Oct 28th 2011 5:30PM
I think the 5 level gap wouldn't have been bad if the power didn't ramp up quite a lot in those 5 levels, as well as the zones just being very linear, storytelling wise. This led to me hitting max level relatively quickly, then hitting alts right behind. Once you've run a zone a few times in a short span, it really shows the faults more, I think. If xp had been slower but the zones more varied, maybe it would have been different. Vashjyr felt very "samey" no matter which (admittedly gorgeous) sector I was in, and the other zones repeated that mistake.
There's also the case of whether you include The Shattering as part of The Cataclysm Expansion Pack. Everyone got the Shattering/ old world redo, and I'm not sure it's fair to count it as part of the expansion, though it ate up development time.
Jack Mynock Oct 28th 2011 11:41PM
@voce
The Shattering was absolutely part of the expansion. Go back to the announcement trailer from Blizzcon. Almost the entire trailer was about the new 1-60 content. That's like saying you're not sure Goblins or Worgen should be counted as part of the expansion because it didn't affect your human pally or whatever. Plus those Goblins and Worgen, Troll Druids, or Dwarf Shaman had to level through the new content on the way to 85 (barring paid services, obv). Also, many of the stories in the revamped zones play directly into the overall Cataclysm story (and far more naturally than in Uldum). Hell, Deathwing makes as many or more appearances in lower lvl quests than he does in the 80-85 quests.
mikedubbs Oct 29th 2011 12:18PM
@voce
I totally agree with you on the Shattering (and subsequent redo of the old world) as not being content in the Cataclysm xpac. It took up a lot of time for the devs doing the xpac, and it needed to be done but it's not a part of Cata. Any content that a brand new person, fresh to the game, can see without buying an xpac isn't part of that xpac's features. The fact that the Shattering was released with Cata doesn't change that.