Why Legion Drove Me Away from World of Warcraft

A month or so before the launch of Legion, the latest expansion for World of Warcraft, I started working on an essay that was tentatively titled “Why I Keep Coming Back to World of Warcraft.” It was a piece about my play cycle with WoW. I wait for a new expansion to come out, I buy that expansion, I play it up to the new end-game raid content, and then I unsubscribe. While I’m sure that I exhibit the same addiction symptoms that many others do with the game (“just one more quest before bed”), I’ve always been able to kick it when I get to the point where I can’t enjoy the game on my own terms. The minute that I need to find a guild, or really start “gearing up,” or generally start playing in a way that constrains what I want to do inside a framework of what I need to do, I lose interest.
There are also the narrative factors too. I like to see what happens to this cast of Horde characters that I’ve been following since the release of the original Warcraft. To me, this world is legitimately interesting, and playing through the broad strokes of the story is always something that gets me over the hump of the long pauses that I take between expansion releases.
I ended up not finishing my essay on why I keep coming back. It seemed too simple, and the answer ended up being “because I enjoy the game.” There wasn’t much substance to it. Ultimately, it was for the best, because I’ve bounced off Legion like a superball off concrete, and I’ve figured out why.
I can’t stress to you how much I have tried to get hooked by Legion. I did the preamble month of events. I did my introductory quest so that I could hang out in my new class hub (more on that soon). I followed an artifact weapon into the depths of Deepholm and into the court of its elemental queen, a character who I find deeply fascinating. I gave it my all. And I couldn’t get hooked.
It’s undeniable that Legion has done some excellent reworking of WoW’s general systems. The expansion has brought significant changes to narrative systems and the delivery of story content—what I played had much more scripting, much more continual “in-quest” narrative chaining, and generally a heavier hand when it came to making sure that quests are connected to each other along a consistent thread.
There has also been a significant reworking of the game’s classes (by which I mean the jobs, like Mage or Priest). Many have been streamlined to make them simpler to play, and subclasses (like a damage-dealing Shaman versus a healing Shaman) have been stretched out in order to make those play styles more distinct. For example, I have played an Enhancement Shaman for a silly number of years. The basic idea behind that class is that it likes to punch things. You stand in front of enemies, hit your buttons, and just generally try to avoid being damaged while you summon ghost wolves and throw down the occasional healing circle. This is in contrast to the Elemental Shaman, which is a way of playing that is all about shooting your enemies with blasts of elemental energy from as far away as possible.