Why MoP?

#1 - Feb. 3, 2012, 11:49 p.m.
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I'd like to state a few things before I get started on what i have to really say. First off, I am asking questions and not intending to spark a 'this is why I like this' or 'this is why i don't like that' conversation which I understand is frowned upon. But in all honesty i think this is the best place i can ask a question, not a ticket or by phone.

Now, I want to say that I am not a huge fan of MoP, but for a reason. Warcraft I, Warcraft II, Vanilla WoW, and somewhat Warcraft III and BC all were supposed to be mature games even though they are cartoony. The whole Warcraft franchise started it's roots in blood and gore.

My first question is, why is Blizzard trying to change it? Why are you flip flopping audiences and trying to appeal to a different crowd?

Second, I have seen multiple other forum posts where people show the same dislike for the upcoming expansion as i have. But they are often rudely commented on by Blizz (or so it seems) and locked. My question is, why are you ignoring your players that want things to go back to the way they used to be instead of changing?

I am glad to hear people's opinions on this, one from Blizz would be really nice. I am trying to be as respectful as possible of all of the work that has already been put in but I think my opinion counts. And for everyone that thinks I am "hating" I will tell you that I love this game and want to continue to. I do not hate. Thankyou.
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#22 - Feb. 4, 2012, 3:40 a.m.
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Why MoP?

That's a decent question, Zubupally! I'll do what I can to address some of the popular questions/concerns on this late Friday's eve.

First, for some context, we showed a lot of pandaren at BlizzCon because that was the art we had completed at the time (and obviously it's the new playable race). Are there pandaren all over the new continent? Of course. There are also some really unique cultures and new races, including some very diabolical villains in the form of the mogu, the mantid, and the sha.

As a few posters have pointed out, Pandaria starts out relatively unspoiled. (spoiler!) That isn’t going to last. The Horde versus Alliance conflict is going to continue to ratchet up in a way we've often talked about, but never really delivered before now. It gives the story more depth (we hope!) when you get to see the “before” before the “after.”

The new continent has a heavy Asian vibe, but it’s still a fantasy game and there are some very fantastic and original landscapes as well. The last few zones in particular are what we like to call "high concept." You won’t find anything like them in the real world.

With all that said, you might still be asking, "why MoP?"

We think, more than seven years into World of Warcraft's life cycle, it's time to start some new stories. Previous expansions relied heavily on heroes and villains established in the Warcraft RTS games. We aren’t content to rest on our laurels though. We want to introduce some new characters to get to know. We want to have some new enemies to fight. Perhaps, most importantly, we want to start sowing the seeds for future stories. Nothing is lamer than finding out that the boss you're supposed to kill is someone you've never heard of. It’s a lot more fun when you get to know the bad guys, get a reason to hate them, and feel like you're thwarting their diabolical plans and not just killing them for loot.

We've focused a lot on the lighter side of Mists of Pandaria as a contrast to the world-ending vibe of Cataclysm. It’s not all unicorns and butterflies however. There are dark secrets lurking beneath the new continent, and in some ways they're even more insidious, because you get to experience the beautiful new landscapes before they become threatened and sometimes even destroyed.

To summarize, we provided you all with a very basic framework for the next expansion at BlizzCon. By the time the press tour ends in March, expect to get a lot more information on the real meat of this expansion. It won't be correctly summarized by a portrait of a smiling panda chewing on bamboo.
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#253 - Feb. 7, 2012, 1:06 a.m.
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From this post, I gather, that there will be:
- significant phasing landscapes will be changed and you will not b eable help or be helped by players in a different phase. ( this is anti social, I will not beable to play with my friends who are not on the same quets as me)

Phasing is one of the most powerful tools in the designer toolkit. But like many powerful tools, it can cause great damage if used incorrectly. We definitely have overdone it in the past.

There is some phasing in Mists, but we try to take care not to separate friends, create ghosted mining nodes, and similarly disrupt your gameplay. What we were really referring to by the “dark secrets” is the way the story unfolds. The story in Cataclysm was something players knew from the outset -- Deathwing is back. The players were still heroes trying to undo some of the damage he caused, but they also still largely reacted to the things Deathwing and his minions had already done. In Mists we're attempting to take that one step further and have the world react to the players, and not just have the players react to the world. It gives the game a dynamic, “alive” feeling which is very much needed in a persistent-world game.

Some of the changes we’re talking about aren't going to happen right away, but we’ll build toward them in subsequent patches. While you can’t truly keep story secrets in this business, we're trying not to spoil the surprises too early. In retrospect, we’ve taken a little bit of flak for this approach, because the misconception among some players is that the new continent has no conflict. There is plenty of conflict, but a lot of it begins when you arrive (rather than in Cataclysm, where great cracks in Azeroth appeared before your adventuring began).
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#295 - Feb. 8, 2012, 3:39 a.m.
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02/07/2012 11:57 AMPosted by Dryadius
Whichever GM said they regretted letting that information out, shouldn't feel that bad.

That was me. ^.^