The Common Blizzard Mistake
This article is written by Turky, a member of the Battle.net forums. However, seeing as Ghetto knows nothing about Diablo II, he will take responsibility for anything lost in the translation.
“I thought the point of an expansion, was to expand on the original game, not change it?”
Let me start by saying Diablo 2 is my favorite game of all-time. Most of Blizzard’s other titles are up there as well. But Blizzard has made a common mistake with their games: They make a game a certain way, and then change it during the expansion.
To me, this is a flaw. This is a flaw because the original game made it popular in the first place. As far as I can tell, this hasn’t affected the Starcraft series. But with Warcraft and Diablo, this is contagious and out of control.
Diablo 2 comes out. It takes a while to level, and you spend time on a character because you feel you’re developing it with every upgrade. Rares were better than Uniques, and should be, because they have different stats, everybody looked different, and everyone collected items to trade for something special. Yes, there were duplicated items, but they were rare, and since everyone could imbue items, you could create items that were better than the duplicates.
Classes were well-balanced and any class could kill another. Don’t let anyone tell you different. The glaring difference between the expansion and the original was that every specialization for every class had a role. Lance Barbarians had a purpose, as did Scythe Barbs, as did Sword Barbs and Mace Barbs. There was a place for Fire, Lightning, and Cold Sorceresses. Even if the time required to level these characters was different, any class could easily solo their way to level ninety.

With the Diablo II expansion, everything changed. Damage was normalized, and classes became more powerful than others. In order to succeed, players were pigeonholed into specialized builds. People were clones of each other, everyone wanted the same items, and everyone played the same specs. Where did Lance Barbians go? In the past, classes had incentive, pros, and cons to choose a specific weapon choice. Since they normalized range on melee weapons as well, there is no difference between a Sword Barb and a Lance Barb. Only now, swords deal similar damage to lances, and a Sword Barb has the option of equipping a shield.
Player-killing was a big part of Diablo 2, but was crippled in Lord of Destruction. Yeah, you lost experience that could take days to regain in the original, but it made you a better player. It built community. If one person gets killed, but me and my four friends had an amazing time, fix-out-of-six are having fun. In the Diablo 2 expansion, you have five-out-of-six upset. That’s a terrible ratio.
If you didn’t give up when someone went hostile towards you, Player vs. Player made you better. If I was in River of Flame grinding and I was attacked by three players, I’m going to do everything I can do make sure I don’t lose my grind spot, or my experience. The only way to do that is to kill those three players. This was possible in classic Diablo 2. You used the elements around you to let your opponents make mistakes. In RoF, you could kite a player with Teleport or Leap and then wait for another player to make a mistake. Because the minority cried, the element of surprise was removed from PKing.
Then they introduced Synergies. I just want to pretend these were never added to the game. More pigeonholing. Why should a player be punished for choosing one spec over another? Have you ever thought I don’t want my Paladin to toss hammers? Probably not.
In a way, World of Warcraft is similar to Diablo II. Not in game style, but the way Blizzard hit us with the dipsy doodle. What I mean is this: Like Diablo II, the expansion to WoW is nothing like the original game. It might as well be a completely different game. I thought the point of an expansion was to expand on the original game, not change it?

Classic World of Warcraft was like classic Diablo II. Most classes could kill other classes. (Don’t let anyone tell you different. These are the same people who thought Enhancement Shamans were some big, bad, dominant PvP class. This should be a red flag for anyone who was good at the original WoW, because they have absolutely no idea what they’re talking about.) Again, you stuck with one character because you were actually building a character. You wanted to improve your character, and that took time.
“Raid or die!” is a myth. It’s an excuse by bad players (not casuals, but bad players) who didn’t know how to properly manage their time. Instead of fixing the problem, they just complained until it got changed. People say you need to raid to be good in PvP. Somewhat true, but you didn’t need to be a Naxx Grade-A raider to dominate PvP. Where do you find decent gear? It’s not in those three-hour Scholo runs bad players bring up all the time. It’s in the three-hour ZG and AQ20 runs. As far as PvP, ZG and AQ20 gear was not far behind AQ40 gear and almost on par with BWL gear.
But that would make too much sense. People saw the word “raid” and thought you had to throw your life away. Wiping in Scholo for three hours with five people and getting no reward? Or running ZG for three hours and getting decent epics and blues? Blasphemy! So Blizzard changes this. Free loot for everyone! Or at least it seems that way.
Normalizing gameplay is a bad thing. People say it makes the game more popular. I disagree. The Burning Crusade is my favorite example. People say it made WoW more popular because it made the game more casual friendly. Wrong. When it was “Raid or die!”, WoW brought in seven million unique players (dual-boxing was rare in classic WoW). After The Burning Crusade was released, people got easy-mode epics and badge loot. Like Diablo II, PvP took a shotgun blast to the knees, and the WoW subscription base increased to ten million people.
But that makes the game more popular, right? Wrong. WoW stumbled and crawled to ten million subscribers. It maintained the seven million players who enjoyed WoW the way it was (At least most of them, how else did 40-man raids get filled?) and added three million more. But seventy percent of that subscriber bade came during “Raid of die!” That’s a bigger number than the three million who came during The Burning Crusade, when the game was normalized and became more casual-friendly. To get those extra three million, Blizzard ran television commercials (something they hadn’t done before), and dual-boxing became more rampant.
(Let’s not even get into Wrath of the Lich King, which is completely the opposite of the game I bought in 2004. I bought an MMORPG in 2004, and I’m not sure what this expansion is, but it’s not an MMORPG.)
What does this mean? It means Blizzard cops out, a lot. They start with a great product and then destroy it in order to appease the minority, who screams so loud they seem like the majority. Most game companies make game-breaking changes when they are losing customers, but Blizzard pulls the rug out when they are doing the opposite. If it isn’t broke, why fix it? The casuals and bad players will still buy the game and (while complaining) play it, but you will keep the majority (those who already enjoyed the game) happy. You lose one way or the other, but at least this way you don’t have to dumb down your content.
Why will the bad players and casuals still buy your games? Because their friends play it. Why do the “Raid or die!” crowd and Diablo 2 PKers keep playing? Because their friends are also playing. What’s the difference? You don’t have to sell out as a company to keep both crowds, because they will continue to play regardless.
Diablo III is a mature-rated game, and a three-year-old shouldn’t be able to play the game regardless. A mature rating means more than blood and guts; it means you’re old enough to see it, at least by law. So why it make it kid-friendly? What are the talks about removing PKing? The only people who will cry about it are:
1) People who don’t play with friends, but why are they playing a multiplayer RPG in the first place? Pokémon for the DS is that way.
2) People who aren’t old enough to buy the game anyway.
Blizzard, don’t make the same mistake you have been making since 2001. I’m aware there are exceptions, but people like your games the way they were, not the way they are. Will they change anything? Doubt it, but at least they can understand where I’m coming from, and why I get frustrated with the company. You know, the people who actually finish your games, the people who try to play your games at a high level; not the ones who sign on, hop into a game, get killed, and log out for a week. I deserve to play the game I bought, and feel my money is being wasted on games that no longer exist.
Casuals and bads will play as long as their friends continue to play. Good players will do the same. Just find that middle ground in your upcoming games.


April 10th, 2009 at 1:42 pm
This man speaks the truth. Long time lurker at WC3GDF and its nice to finally associate Turkey with something other than “Everyone says hes a wigger.” I hope someone at blizzard actually listens to people who can put competent thought into writing alongside those screaming idiot masses.
April 10th, 2009 at 6:05 pm
Finally, someone sees it. I played D2 and the expansion for years. Hammer Pally? wtf. Fissure Druid? lame. Lighting Ammy? so gay. There are builds that HAVE to be made because of the freaking synergies so that anyone has any chance of living. What happened to creativity around building a toon? It died with LoD.
I’ve got friends who play WoW (thankfully I don’t) who say the same thing, and one of those friends still plays LoD with me. One of them is the leading shaman on his server (PvP statistic-wise) who basically bitches out those who can’t get their build right–which shouldn’t happen, because there shouldn’t be a set way to play the game!
To an extent, SC and BW has seen its share of this. Strats changed dramatically (but not to destroy a game) with the addition of medics and devourers, they continue to change every few years or so away from the norm.
April 10th, 2009 at 8:11 pm
You do realize without duping there would be 10x more parity amongst classes?
April 10th, 2009 at 8:20 pm
In all fairness, creative builds were and still are viable in D2: LoD. Just don’t expect to be a top-level PvPer with them. I’ve had plenty of fun playing Summon Necros, Ranger Pallys, and all other kinds of unusual builds. If anything, Synergies made them more viable, I think.
April 11th, 2009 at 3:51 am
wow. That was the best article i have ever read on the forums/this blog about blizzard. The beginning of WoW was fun to me on the PvP servers because of the spontanious fights that could occur at the drop of a hat. I think the worst turning point for wow in the beginning, for the avid pvpers anyway, was the DK system. People complained about their quest givers getting killed during town attacks and they couldn’t quest.
The thing was though, it was the crazy events that lead up to the group pvp’s and town sieges that were the most fun. It could be over anything. He stole my flower, so i killed him, then he and a couple rogues gank me and camp me, i call homies, we chase them towards crossroads, get jumped, people on our friends lists see we are in the barrens and wanna see what is going on, and then all of a sudden you have this huge fight because that dick stole my flower.
When the DK system was implemented the huge fight at the end of that just woulnd’t happen because people wanted their honor. The towns became peaceful for the people who wanted to talk to that quest giver right now reguardless of what was happening in the world around him in the..world…of warcraft.
April 11th, 2009 at 5:47 pm
I’m happy this isn’t the case of Blizzard’s RTS.
Afaik, all W3 players think TFT was necessary to balance the game and make it more solid.
SC:BW was also very necessary.
Without medics, terran can only go mech against Z, which kills variety (also, Z can prepare much better).
Without lurkers, mass zealots/archons is unstoppable.
Without sairs, mutalisks rape P. (Yes, before P gets enough archons).
Of course this wasn’t so obvious back then, but if you play SC today you realize the imbalances.
K. k., sorry for the off-topic.
July 11th, 2009 at 6:47 pm
Yeah, and this is why I quit WoW. Well, this and the hamster wheel of raiding to get better gear. Raiding is cool and fun, but its very hard in the casual friendly environment to find 20 people who don’t suck. Its even harder to find a prot spec warrior or anyone heal specc’d since heals don’t do damage.
August 17th, 2009 at 4:09 am
That was the worst article I’ve read on this website. Not only were there countless typos but it was basically just a rant with little to no facts or evidence. Most of the other content I’ve read will bring my attention to figures or numbers or some kind of hard information which means something. Even when this article touched on it, referring to the number of subscribers, the logic was floored and short sited. The general focus was short sited.
July 24th, 2010 at 9:11 am
You had me until you said that vanilla WoW PvP was better than PvP in any of the expansions, which I completely disagree with. As much as I hate how the game has changed with BC and WOTLK, if I’m being honest I have to concede that vanilla PvP was not as good as it is today. It’s not a good thing when you can be CCed 100%–>dead or POM + Zandalarian Hero Charm + Talisman of Ephemeral Power + Arcane Power pyro’d into a crisp in an instant. Let’s not even get started with specs that had no chance to make it in PvP (Protection paladin? Feral druid? LOL!).