Sometimes being right sucks.
A couple of times over the past six months I made the prediction that my guild in WOW would not make it to the end of the current raid, Castle Nathria. We are a middle of the road guild and only raid six hours a week, the combination of which limits our ability to kill stuff. In previous tiers there were gradual power gain systems that kept the guild on an upward track, but this expansion those systems didn't exist. As such we ended up killing 7 of 10 bosses on the highest difficulty level and then packing it in until the next tier of content arrives.
I was pretty sure exactly this thing would happen. I think a lot of the folks in the guild are disappointed, but you can tell when things are going downhill and you have to accept that it is coming. We had been dying to boss #7 for several weeks and we were pulling in random people from the group finder or lower tier people in the guild just to get enough bodies to raid. Combine that with a lot of the core people feeling burnt out and anyone could see that we couldn't continue. The guild leader told us we had one more week of attempts and then we would quit, but just before our time ran out we finally killed it.
Everyone breathed a sigh of relief that we didn't have to give up in despair after 170 wipes, and mostly everyone logged off and isn't coming back until new stuff is out.
I am entirely okay with this. For me raiding is about community and striving against a challenge, not so much about killing any particular boss.
Still, this outlines a real challenge in game design for Blizzard. People complain a lot about gradual power gain systems that rely on players constantly doing activities in game to keep up with them. They don't like the idea that they *have* to keep doing stuff to maintain maximum player power. Plus many of the top players complain that Blizzard lets the casuals (like me) kill stuff by handing out power increases instead of just saying 'git gud nub'.
On the other hand, players love gradually improving their results. Let the players beat everything on day 1 and the players will be upset and leave - make it so they can't beat anything and they will quit that game too. Set it up so that they slowly improve enough to defeat things that formerly were impossible, and you have an experience that people will stick with forever.
It does seem kind of odd that people would feel so good about challenges becoming consistently easier to surmount so that they can get past them without any self improvement, but that does seem to be the way it works.
As far as I can tell the next tier of content is going to be the same as this one. There will be many challenges, and we will get better gear to help us overcome them, but there will not be any big, important gradual power increases outside of that. It seems likely to me that my guild will be in the same place six months from now - most of the way through the new content, but burnout, frustration, and lack of skill will prevent us from finishing it up.
I don't care much if we kill the final boss or not. No big deal to me.
What is a big deal is culture. I like these people, both socially and as people to play a game with. Each guild has different ways of talking, different jokes that are okay, and different levels of dedication. Finding a place that matches you in these regards is far more important than any boss kill, to me. After all, nobody ever got happy by killing one more boss. They do get happy by finding a peer group that brings them joy though, and this is what I found with this group.
And heck, maybe they will surprise me with greater skill and success than before.
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