I make it no secret that I don't have much love for Mists of Pandaria
. For reasons I haven't been able to quantify, most of it bored me beyond belief. I can make some guesses, but no individual thing clicks with me as the reason, though all of it combined may be the cause: the tedium of daily quests in the earliest stages of the expansion, the lack of new 5-man dungeons in content patches, a general disinterest in the renewed faction war, and not being compelled by the story or aesthetic elements that formed Pandaria. I kept on trucking through those early months, and I did find some fun in it, but the fun faded quickly and I found myself less and less engaged throughout the expansion. Because of that, I ignored many of the expansion's later additions, particularly the Timeless Isle. When it released, I poked around on the island, but left quickly. Now, in the final stretch of the expansion, I gave the Timeless Isle another shot ... and realized too late that it's wonderful.
One of the things I once loved about World of Warcraft
was the daily choice between structured and unstructured gameplay. If I wanted to go questing, I could do so -- and Blizzard's quest design has consistently improved since the game's launch. If I didn't want to quest, just screw around solo and fight monsters, that option was available, and not only available, but rewarding. That changed over time.
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Filed under: Analysis / Opinion, Mists of Pandaria