World bosses have been a part of the World of Warcraft player’s diet since classic—in case you haven’t played the game, what separates a world boss from any other raid encounter is the fact that it’s (self-explanatorily) out in the world, something you need to party up to defeat without going into a cave somewhere.
That’s changing with WoW’s next patch, Curse of Ula’tek, as world bosses are shifting to a “lair” format. Essentially, they’ll function like one-boss delves with larger groups—that also gives them the benefit of having scaling difficulties, all the way up to 15-25 man Mythic. You can queue up for them like you would any other dungeon.
I got to speak with lead encounter designer Taylor Sanders about plans for patch 12.1 about why Blizzard’s chosen to experiment with world bosses in particular: “So historically, world bosses go all the way back, right, to like the green dragons and the Lord Kazzaks and stuff that many players know and love from Classic and beyond.
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“Lately, we found in recent updates and recent expansions that these experiences have really been a little bit lackluster… A lot of players just cluster into a boss. It drops in a few moments. In the worst case, you might have to hop between servers to find a group where maybe the boss is up or the boss is attackable.”
I can’t say I disagree with Sanders, here—while there’s a simple joy in joining an ongoing zerg rush, it’s not as though I’m engaging with the games’ systems beyond just pushing my buttons when I’m whacking one of these things. There might, on occasion, be an AoE I need to dodge or something, but I couldn’t tell you one modern world bosses’ mechanics from another.
That’s mostly because of changing assumptions about difficulty. Some of those classic world bosses are iconic because they were allowed to be tough, or have punishing mechanics that required coordination to avoid—but because world content in WoW has now become part of casual play, those mechanics just wouldn’t work for folks trying to get their dailies.
Imagine if, for instance, a world boss in retail had Lord Kazzak’s “Capture Soul” ability, wherein if he kills anybody he heals for 70,000 HP—around 10% of his health. You’d never kill the dang thing.
“Going into the Curse of Ula’tek update,” Sanders adds, “We really wanted to reimagine what a world boss could really be and try to make sure that if you are engaging with a world boss, you’re having—not only an accessible experience, but you’re also having a reasonable combat experience and you have a fun time fighting a boss.”
The experience of finding a group itself has changed, too—again, back in the day, you’d meticulously recruit folks from either your guild or general chat. Your average non-Classic MMO player doesn’t have the appetite for that sort of thing anymore, so modern WoW uses a streamlined looking for group interface where you can register for groups.
Only, the depersonalisation of that means, as Sanders points out, you can join just as a world boss is dying, or when it’s at 5% HP, or something—it does, admittedly, feel janky: “We’re hoping that this can get players out of the interface of trying to find a different group … To help players through that process, so they can just get in and get fighting the creature and get their loot faster.”
Not that it doesn’t have trade-offs. Again, there’s something pleasingly chaotic and distinctly MMO about joining a mess of particle effects, or stumbling across a group already doing a raid boss—and that’ll be lost if lairs become the way of doing things: “It’s very rare that when you’re designing something new, or trying to create a new experience for players, that you don’t have trade-offs. One of the trade-offs is that sense of coming upon something where you’re in the midst of the action, right? Or you’re coming upon an event that is in progress.
“But we really felt like that was a good trade-off for us to make, to lose that aspect of it, if players are going to have a better combat experience against the encounter.”
It’s always a fascinating bit of tension, to me—MMOs are in their nature an evolving genre, mostly in how their playerbases evolve with them. The rigid hardcore/casual divide is a thing of the past, and it seems to me that the state of WoW’s world bosses were a symptom of that—an attempt to make something that was for ambitious raiders part of casual content. Now it’s all on a sliding scale.
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