#134 - Feb. 11, 2010, 11:17 p.m.
Q u o t e:
2004-2006. The fastest growing years for World of Warcraft population.
The raid content: Extremely difficult 40-man encounters.
Molten Core
Onyxia
Blacking Lair
Four Emerald Dream Dragons
Lord Kazzak
Ahn'Qiraj
Naxxramas
Are we going to have at least some 40-man content in the Cataclysm or will you stick to Burning Crusade & Wrath of the Lich King's 25-man/10-man formula for every single Cataclysm endgame encounter?
The technology is here. The innovation has been tested. The fun factor still exists.
What are your plans for 40-man raid content? I'd love to hear anything you can say on the subject.
Thanks in advance! :D
Right now our plan is to look back on 40-player raids fondly as a format by which we were able to evolve and customize what we feel to be the best raid formats for
World of Warcraft. I don't believe our developers have ever stated that they'll absolutely never do a 40-player raid again, but we're really happy with the raid variety we have now with 10- and 25-player raids featuring normal and Heroic difficulties.
The game did rapidly expand from 2004-2006, but I'm not sure it's safe to assume that such a growth in the size of the player base related specifically to what was happening at the endgame. In fact, it had much more to do with the game's overall accessibility, engaging quest experiences, interesting lore, and strong game play mechanics. It was such a growth that ultimately encouraged our desire to make the raiding game more accessible to the new types of people we were introducing to the MMORPG genre.
So while we haven't rapidly expanded our player base over the last year, we've retained our record subscription numbers after five years since
World of Warcraft's release. We feel this in part due to the updates we've made to the endgame. We see a greater percentage of players raiding now than ever before, and not just one or two of the easier raid dungeons as in the original game and first expansion. We're seeing much more casual-oriented players serious about fighting the Lich King, while also seeing some of the most advanced guilds in the world begin to work out the strategies for besting him on Heroic difficulty. Our next step is to go back to the early game in
Cataclysm and provide additional updates and improvements to bring it closer in line with our development experience, today's technology, and the type of gamers we want to attract. This is in addition to encouraging existing players to try the game again, but have it feel much more like a new experience.
As a long story short, we'll continue to iterate upon the raiding game to improve it, but we feel we have a working formula right now. In order to appeal to a wider range of players, sheer numbers and time devoted should not be the primary determining factors of success in this game.