Quote Originally Posted by Einheri View Post
A long time ago in a game known as WoW a dev explained why they spend so much resources on raid content, content they acknowledged very few people who played actively participate in. In short is was to inspire people who didn't raid to want to raid. It was also there reason for very visually distinct raid armor.

They wanted the small %of players who progressively raided motivate those who didn't have the time or skill. They spoke of how in town a raider would have this armor and people walking by would stop and go oh wow that guy is a raider his armor is sop cool I want to raid.

But with time they decided that catering to 5%of the player base wasnt fair and created raid content for every one with different color pallets on the armor vs difficulty.
It amuses me to think that this was the exact time WoW began to go sour. Wanting is a more powerful motivator than having. That a sizable portion of the player base can look at content integral to the current model - be that looking up at savage or down at normal - and declare it worthless is a very bad sign, indeed. It suggests that the model does not motivate adequately.

During the glory days of WoW Vanilla, I never got to clear Naxx - but its existence excited me, and it was a strong motivator to keep playing. I was never offended by it, and never getting there didn't ruin the game for me. The majority of the people I knew didn't clear it, either. They weren't offended by this - it didn't push them from the game. High mountains, scaled or not, keep you climbing if the journey is satisfying.

Giving people what they want killed WoW. It'll kill FFXIV, next. I'm seeing the exact same signs, plain as day.