who owns the bellagio casino

What’s the nearest casino to me right now?

World of Warcraft has had an endgame problem. Here's what Blizzard is doing to fix it in Shadowlands

Two expansions ago, with 2016’s Legion, high-level and endgame World of Warcraft underwent a big change. Legion introduced Artifact weapons for each class specialisation that could be infinitely powered up and used to further customise each specialisation’s playstyle. All told, it was a net positive, dovetailing well with some of the expansion’s other innovations – such as the repeatable, rotating World Quests – to open long-term endgame progression to a wider variety of players than just the raiding hardcore. WOW became a game you could pleasurably grind away at and advance your character without feeling funnelled towards more and more challenging group content in the quest for elusive loot drops. (It became a lot more like Diablo in that respect – coincidentally or not, current WOW executive producer John Hight also served as the production director on Diablo 3’s excellent console version and Reaper of Souls expansion.)

However, layered-on, limitless endgame progression systems of this sort come with problems. They can feel aimless or overwhelming, or both, and sometimes players can end up feeling more boxed in than liberated by them. That’s what happened when Blizzard tried to build on the Artifact system in 2018’s Battle for Azeroth. Its linked twin systems of Azerite armour pieces that can be powered up and Essences that grant new abilities felt fussy and overdeveloped, adding complication and huge grind without also adding anything particularly distinctive to your spec. The WOW community to complain about them.

World of Warcraft: Shadowlands Features Overview Watch on YouTube

“We also heard similar feedback… and we agree,” says lead game designer Morgan Day with the slightest suggestion of a sigh. I’m talking to Day and Hight over Zoom ahead of the release of next week’s Shadowlands expansion, which the WOW team has been finishing while working from home.

“You know, we added the Azerite armor system, and very quickly heard player feedback – and saw even just from engaging with the game ourselves – that it was going to be hard to expand,” says Day. “A lot of the feedback we got was,’You’re just going to make us re-earn the same power that we have already had from the game’s launch – what the heck, Blizzard?’ And we looked at that and said: ‘Yep, in order to resolve this, I think we actually should create a new axis of progression.’ And that’s where we introduced the Azerite Essence system, and that was kind of layered complexity. We knew that that’s what we were getting ourselves into.” It was a fix, essentially; one system plastered over another that wasn’t really working. And it was about as elegant as that sounds.

Executive producer John Hight.

Going into Shadowlands, the WOW team knew these endgame progression systems had a place in the game and that there was a real appetite for them among players. But they also knew that they hadn’t nailed them yet. In fact, as Hight acknowledges, they realised they had temporarily forgotten a vital principle of player motivation in implementing these systems in the first place.

“I think part of what we learn – or we relearn, I guess – is players want a sense of achievement, a sense of accomplishment. And so, having kind of infinite progression in the Artifact system, they didn’t have that sense of fulfillment, right? It’s sort of just chasing this number that gets bigger and bigger. And so we want to move away from that in Shadowlands.”

Lead game designer Morgan Day.

Shadowlands’ key endgame progression system – Soulbinds – is much more defined. (That doesn’t mean it’s more limiting though – far from it.) As you adventure through the Shadowlands, Warcraft’s version of the afterlife, you will choose to ally yourself with one of four Covenants, which are essentially fancy, interactive factions. Within each Covenant you will meet three key characters you can form a Soulbind with, unlocking some of their special powers for your character to use. (Day likens them to the game’s racial abilities, such as the Goblin rocket jump.) Each Soulbind comes with its own talent tree that gradually unlocks as you gain renown with the Covenant. You can see, depicted clearly, where you’re going and the powers you’ll unlock.

The issue with Soulbinds, though, is not depth, but breadth. “Think about it, we’ve got a dozen classes, three dozen specs, multiplied times four Covenants,” says Hight. And you can multiply that by three again, with the choice of Soulbind within each Covenant: that’s 432 permutations of class, spec, Covenant and Soulbind, even before you factor in the choices a player might make within the spec and Soulbind talent trees.

Being set in the afterlife does not mean all of Shadowlands will be gloomy.

It is, surely, a balancing .That’s certainly what players of the alpha and beta thought, some even wondering if these endgame progression systems – sometimes called borrowed power systems – made balancing the game properly impossible. Balancing was indeed picked out as a key reason Blizzard needed to delay Shadowlands’ release by a few weeks, with Hight’s note pointing out the complexity of interlocking systems in a game like World of Warcraft. (Alongside Covenants, Shadowlands also introduces Torghast, a roguelike-style randomised dungeon.) As Hight notes, balancing and fixing such broad and layered systems is exactly what beta testing is for. “There is nothing more valuable to us than the sort of crowdsourcing that happens with thousands and thousands of beta participants going through… A lot of people went through levelling up a character to going in, choosing Covenants, trying different characters and giving us really excellent feedback. And, you know, that’s priceless.”

Special Offer

Claim your exclusive bonus now! Click below to continue.