>>712925684I know that you're likely incapable of being convinced, but I'll explain it to you. It's something that the WoW devs have never fully understood. But there are six pillars of classic WoW's game design that all work together to make it one of the most engaging games ever made.
1. Everything takes a really long time or is otherwise taxing in some way.
I'm not just talking about raids or the big grinds. I'm talking about the basic stuff like checking your mail, getting to instances, crafting basic items, finding a repair vendor, etc. Everything you do in the game has a lot of friction. Which means...
2. Any upgrade or improvement to your character has a lot of weight.
And I don't just mean killing power or survivability. Carrot on a stick is an upgrade you can feel. Getting a bigger bag has a tangible impact on you. Which ties into..
3. Unique itemization means that heaps of items have their moment to be useful.
There's a cloth belt that improves swim speed. There's a mauradon trinket that removes a poison. Right now on anniversary, warlocks are farming shadow res gear for Twin Emps. As you progress, you build a bigger and bigger toolkit that lets you navigate the world and it's challenges just a little easier. Which also means...
4. Content (Zones/Dungeons/Raids) always continue to be worth doing
Mauradon for NR gear. Scholo for Dark Runes. ZG for idol enchants. Theres a reason to go back to tons of "outdated" content. Content doesn't just fall off and fade away - it stays relevant for the whole expansion.
5. Anything worth doing can't be done alone.
Self explanatory. WoW is a social game, and what keeps people logging in isn't the epic loot or boss kills but rather the people they raid with.
and finally, 6. The game is constantly giving you glimpses into content you might never fully explore.
Vanilla WoW is a big game. But you won't see all of it. You're not supposed to. That's the point.