01/23/2013 02:55 PMGetting better loot has always been a part of this game and in Patch 5.2 the variety is being increased. We think this is a good thing. However, calling 25-player raids less favorable is unfounded and an unfair assessment. Tons of players would love to do 25s, but the coordination and effort to do so is more difficult with very little additional reward. 10s aren't more popular because the entire community agreed they're more fun, it's just a simple case of effort versus reward.
Posted by Crithto
I know this point has been beat to death already, but if I can make another stab...
While I happen to play WoW pretty much exclusively when compared to other video games, I get to watch my son play SCII, WarIII, Minecraft, Little Big Planet, and Several racing games. Very few of those games offer anything that would be compared to loot. At best, you could compare most to vanity items and achievements. And even while he receives no loot, he still continues to play all his favorite games. The reason he does boils down to the simple fact that he "enjoys" them.
When we contrast 10 vs 25 format the same principle applies. When presented with two equal options players enjoy the 10 man format better. Call it what ever you like, ie. convenience, laziness, etc, it really doesn't matter. What does matter is that when they are given a unstrung choice, the choice is clear.
The message that was received in Wrath, and now again with the increasingly easier path to character progression via 25 man raiding is "25 man raiding players are greater, while 10 man raiding players are lesser". I know that's not Blizzard's intent, I really do, nevertheless that's the message that is received.
On top of that, what ends up happening is that more players are incentivized into running a format that they don't find as fun, which results in them getting burnt out quicker.
A player or group of players that truly enjoy 25 man raiding will do 25 man raiding. The "reward" for running the more difficult to coordinate format is the pleasure of running the more complex format. It's self fulfilling. When you present a bunch of competitive players with the option of "play how you don't want to be more competitive" or "Play want you do want and be left behind", they will - to some degree - play how they don't want, because one of their goals is to remain competitive. The danger you run into is when these players wake up one day and realize they aren't having fun and have only been playing for the sake of playing. That's when they look for fun elsewhere.
The main thing as a company to be careful of is not trying to shoehorn players into playing something YOU find fun. Or that a vocal minority finds fun. Discover what the community in large finds fun and what they gravitate towards and build on that. You'll end up with happier players.