Curse of Ul'atek comes out next week, but how has Midnight's first season gone in the eyes of its devs?

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This is Terminally Online: PC Gamer's very own MMO column. Every other week, I'll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we've all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice.
World of Warcraft: Midnight's first season has been… well, a bit of a mixed bag. While the launch-day offerings impressed me, patch content—the major thing that gets remembered in the expansion pack history books—has ranged from rather quite good to downright confusing (I still do not like the Folio).
And, to be fair, Midnight had a ton riding on it. It's the middle child of WoW's ambitious Worldsoul Saga and the first expansion where combat AddOns have been heavily hamstrung. As a consequence, every spec in the game was redesigned in some way. After 20 years of waiting, we even got player housing.
I have not envied Blizzard's position as much as I've raised my eyebrows at its choices, on occasion, and I think it's a marvel that things have pretty much gone fine. I like Prey, I've missed AddOns less than I expected, the remade Silvermoon is downright beautiful, and player housing has knocked it out of the park, bar some microtransaction nonsense.
I recently sat down with several developers from WoW, including lead encounter designers Taylor Sanders and Andrew De Sousa, as well as associate game director Paul Kubit and lead quest designer Rachel Vought, to ask them how they thought Midnight's first season had gone.

Broadly positive, is the answer—with the devs citing Mythic+, solo content such as delves, and Prey as bright spots. Kubit says: "I'm having a great time with season one. I am still this last week rounding out some of my own personal Mythic+ goals, trying to get my numbers as high as possible. But things that have been just a joy for me this first season have been—playing through Delves again, having another season of Delves to explore with a new follower Valeera … and also the addition of Prey alongside it.
"I think that the new feature of Prey, while not technically part of the traditional season, does have some seasonal elements to it, and it sort of played nicely hand-in-hand with how progress went through through delve."
That's something Vought echoes, too: "Having the Prey overlay, just doing outdoor activities, has been like such a delight—because we talk about optimizing the fun out of it, but it's like no, actually, I kind of do want the extra challenge while I'm doing my world quests, and it's a lot of fun."
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Though she has been naturally psyched to revisit Silvermoon for the first time since the Burning Crusade, as well: "Going back to Silvermoon and getting to see [it updated], and getting to play through the story and all of that has just been incredible for me as a player. I've also surprisingly been enjoying delves and getting to play local stories, and obviously we're going to get more of those in Curse of Ula'tek as well. Continuing the story, the campaign, and also getting to explore the island."
While, to me, these all track as reasons to be satisfied with the current state of things—after all, I've written positively about them on this site—there's also the other side of the coin, the idea that Blizzard's breakneck pace has given players too much to do without a stern direction: Too many currencies, too many dailies, too many reputations and void assaults and delves. Kubit says:

"We always try to listen to as many players as we can in our game, and we find that—you all as players are not a monolith. You have vastly different play styles and vastly different preferences, and that means that...Read more: Full article on www.pcgamer.com
What do you think about this?

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.
This is Terminally Online: PC Gamer's very own MMO column. Every other week, I'll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we've all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice.
World of Warcraft: Midnight's first season has been… well, a bit of a mixed bag. While the launch-day offerings impressed me, patch content—the major thing that gets remembered in the expansion pack history books—has ranged from rather quite good to downright confusing (I still do not like the Folio).
And, to be fair, Midnight had a ton riding on it. It's the middle child of WoW's ambitious Worldsoul Saga and the first expansion where combat AddOns have been heavily hamstrung. As a consequence, every spec in the game was redesigned in some way. After 20 years of waiting, we even got player housing.
I have not envied Blizzard's position as much as I've raised my eyebrows at its choices, on occasion, and I think it's a marvel that things have pretty much gone fine. I like Prey, I've missed AddOns less than I expected, the remade Silvermoon is downright beautiful, and player housing has knocked it out of the park, bar some microtransaction nonsense.
I recently sat down with several developers from WoW, including lead encounter designers Taylor Sanders and Andrew De Sousa, as well as associate game director Paul Kubit and lead quest designer Rachel Vought, to ask them how they thought Midnight's first season had gone.

Broadly positive, is the answer—with the devs citing Mythic+, solo content such as delves, and Prey as bright spots. Kubit says: "I'm having a great time with season one. I am still this last week rounding out some of my own personal Mythic+ goals, trying to get my numbers as high as possible. But things that have been just a joy for me this first season have been—playing through Delves again, having another season of Delves to explore with a new follower Valeera … and also the addition of Prey alongside it.
"I think that the new feature of Prey, while not technically part of the traditional season, does have some seasonal elements to it, and it sort of played nicely hand-in-hand with how progress went through through delve."
That's something Vought echoes, too: "Having the Prey overlay, just doing outdoor activities, has been like such a delight—because we talk about optimizing the fun out of it, but it's like no, actually, I kind of do want the extra challenge while I'm doing my world quests, and it's a lot of fun."
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Though she has been naturally psyched to revisit Silvermoon for the first time since the Burning Crusade, as well: "Going back to Silvermoon and getting to see [it updated], and getting to play through the story and all of that has just been incredible for me as a player. I've also surprisingly been enjoying delves and getting to play local stories, and obviously we're going to get more of those in Curse of Ula'tek as well. Continuing the story, the campaign, and also getting to explore the island."
While, to me, these all track as reasons to be satisfied with the current state of things—after all, I've written positively about them on this site—there's also the other side of the coin, the idea that Blizzard's breakneck pace has given players too much to do without a stern direction: Too many currencies, too many dailies, too many reputations and void assaults and delves. Kubit says:

"We always try to listen to as many players as we can in our game, and we find that—you all as players are not a monolith. You have vastly different play styles and vastly different preferences, and that means that...Read more: Full article on www.pcgamer.com
What do you think about this?