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World of Warcraft is one of the game industry’s biggest success stories.
article, both times I’ve criticized the game’s levelling experience.

There’s no reward without risk in a game like WoW. If we’re going to remove death from the game, why not also remove damage completely? Why not just give out free loot every day so people don’t even need to do anything at all? I’m being facetious, but this kind of design mentality could become a slippery slope that negatively affects the health of the game.
World of Warcraft’s difficulty curve has undergone various permutations over the years.
Now, Blizzard has taken that ease to a whole new level.
Removing all the danger from World of Warcraft is akin to making it feel completely arbitrary.

There’s no reward without risk in a game like WoW. If we’re going to remove death from the game, why not also remove damage completely? Why not just give out free loot every day so people don’t even need to do anything at all? I’m being facetious, but this kind of design mentality could become a slippery slope that negatively affects the health of the game.
And now, you’re telling me I don’t even need to actuallyplay the gameto level up?
MMORPGs need to have depth, challenge, and risks to justify those juicy rewards.
Perhaps there’s a perfectly valid reason for this that I’m overlooking.

There’s no reward without risk in a game like WoW. If we’re going to remove death from the game, why not also remove damage completely? Why not just give out free loot every day so people don’t even need to do anything at all? I’m being facetious, but this kind of design mentality could become a slippery slope that negatively affects the health of the game.
Maybe it’s a bug, and the Obsidian Blessing is not actually supposed to make you unkillable.
But hey, I’m certainly no game dev, just a passionate fan.

















