WoW Attunements Arguments Abound – What’s Your Take?

by on July 9, 2012


Matthew Rossi’s recent editorial fiercely opposing the return of attunements on WoW Insider appears to have sparked a storm of debate!

From fiercely-pro to fiercely-anti – and all flavours in between – the blogosphere has been alight with one question over this weekend – should attunements ever return? And if so, in what form?

  • Azuriel at In An Age feels that attunements were unnecessary, but that the real problem with them was their group content“And then, over the proceeding 37 weeks of raiding Karazhan, I had to make 15 additional Karazhan attunement runs for various people in the guild. People that had no problem being terrible raiders, or otherwise expecting the guild to provide them with endless dungeon runs so that they could guild-hop/get poached three days later”
  • Matticus is thoughtful about attunements, which he feels were a grind, but not without their positive points“Actually, I will grant that there is one thing I liked about the way everything was laid out. Progression was clearly laid out. There wasn’t a recommended path or anything, but you clearly knew based on the quests received what you had to do in order to get to the end. “
  • Rohan at Blessing of Kings separates attunements into various kinds, before analysing the advantages and disadvantages of each“By and large, I thought Class B attunements worked. They made the game between leveling and raiding more interesting, gave it more purpose rather than simply gearing up. “
  • Stormy at Scribblings on The Asylum Wall feels that attunements provided something that Cataclysm is sorely lacking – an in-character, in-plot reason to actually care about raids“In Cataclysm, on the other hand, I had the opposite experience: when I zoned into Bastion of Twilight there was a giant dragon…in a hallway. Who was the dragon? Why was he just hanging out in a hallway, waiting to be killed?”
  • And Doone at T.R.Redskies writes a massive, thoughtful piece on attunements, looking at the way that player perceptions of content change over time“The tedium that followed is related to the way we, as players evolve toward symbolic thinking which colors our impressions of gameplay mechanics. Once the questline was revealed, then it came only to symbolize the Onyxia encounter itself. Adventure ceases to exist, the quest becomes strictly a means to an end.”

It doesn’t look like the discussion’s finished yet – I’ll be interested to hear the next stages in the debate!

Enjoyed today’s posts? Please consider sharing them.

If you enjoyed this article, check out our other posts from these categories: World of Warcraft

{ 3 comments… read them below or add one }

Leave a Comment

{ 2 trackbacks }

Previous post:

Next post: