From then to now, computer power and internet speeds have increased exponentially. But the one thing blizzard has always, always done, was insure that their products could be run on the very minimal computer of the day, and by the "average" user of the day.
As computers have become substantially more mainstream over the years, the "average" home computer user has changed dramatically. Before windows, very few people actually had home PC's, and even fewer could make them do much of anything.
With the advent of the graphical interface, computer use has become so simplified over the past 20 years that even young children today are perfectly capable of "pointing and clicking" their way through software.
Through all of this, again, Blizzard has targeted the masses: the average user, with the average system, and met with astounding success.
As the "masses" have increased, the "hardcore computer user" of old has become a scant minority of total computer users. Today we have children, grandmothers, and all ages in between "logging in" to partake in all that the internet has to offer, which brings me to the point of this thread.
Blizzard saw huge success with Diablo, Starcraft, and their sequels. Games designed to be playable by the "average" user, on the "average" machine. After Meridian, UO, AC, and the like gained in popularity over time, WOW was developed for the average user, and for the average computer of the day, following the successful pattern of the past.
As more and more people have joined the home PC user "club", the "skill level" of the "average" user has diminished. Yes, WOW has the highest subscription numbers of all time, but they also have the largest number of home PC users of all time to draw from.
I find it ironic that after the success of this method with all previously published works, including Vanilla, BC, and Wrath, that all of a sudden Blizzard has decided that the playerbase as a whole should be "better than average" just because they released an expansion called Cataclysm.
Sure, in the mid 90's this would have been no problem. The total online gaming "playerbase" was not nearly as diluted by any moron who could click a mouse at that time, and an even more difficult Cata would be no problem for that era.
Current day, however, saw Wrath with the highest subscription numbers in history... (keeping in mind that there are more users than ever before as well)..with relatively easy content, that the total playerbase of today devoured in droves. The same model, working wonders for Blizzard, as it had so many times in the past.
Every day, more people become part of the total online playerbase. Every day, the middle of the bell curve for "skill level" becomes taller and fatter, as "excellent" players are continuously outnumbered by the "average".
Blizzard suddenly, after 20 years of success, decides to move away from their long standing model, and designs an expansion geared more toward the "excellent" side of the bell curve with Cataclysm, when numerically, they should have aimed for the ever growing middle. An ever growing middle that is even more diluted in regard to skill, and I dare say, they should have made content even easier than Wrath, in order to keep consistent with their "model" from the past.
Even though developers may want it to, releasing content that is more difficult (or tedious) in nature will not magically make the "average" become "excellent". It is statistically impossible.
We have had many discussions about this over the past few months, but last night I saw the commercial for Cataclysm, and my daughter (who is 4, going on 34) said "That's a cool looking dragon daddy!!"..which is what prompted this post.
Blizzard advertises to the masses, the "average" if you will, but expects them to be "excellent" just because they bought a disk, and paid a subscription fee. To those of us that have gamed for 20+ years, Cata is not that big of a deal. But we are the group that is at the far right of the "skill" bell curve... the end nearing the zero line in number... which is what Blizzard is going to be looking at in subscription numbers if they do not do something to appease the ever growing, "skill diluted" middle.
That "middle", which propelled Blizzard to where they are today, represents roughly 70% of subscription numbers, and drive the success (or failure) of the game.
The "middle", the "average" is what got Blizzard from A to B, and it appears Blizzard has forgotten that fact.
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Guttersludge
People just can't handle the truth.
NeMeFieD said:"
ea I Ucmed for 12 days straight.."
njwCSUS posted:I'm homosexual, so really, its ongoing sexual attraction to my father, not my mother.
People just can't handle the truth.
NeMeFieD said:"
ea I Ucmed for 12 days straight.."njwCSUS posted:I'm homosexual, so really, its ongoing sexual attraction to my father, not my mother.



