Why the Garrison System Succeeded as a Concept but Failed in Long-Term Execution

Lloyd Brooks Avatar

Warlords of Draenor’s garrison system promised player housing dreams delivered. Initial excitement gave way to isolation and burnout. This analysis examines garrison’s rise and fall.

Initial Promise

Garrisons offered customizable player bases with followers. Buildings provided unique gameplay benefits and services. The concept fulfilled long-standing player housing requests.

Early garrison experience felt rewarding and personal. Players invested emotionally in their base development. Follower missions provided offline progression excitement.

Design Flaws

  • Isolation: Garrisons existed in instanced zones
  • Mandatory: Best rewards required garrison use
  • Daily Chore: Followed daily reset schedule
  • Limited Customization: Few actual building choices
  • No Social: Visiting other garrisons unrewarding
  • Power Creep: Made outside content irrelevant

Player Engagement

PhaseDaily ActiveSentimentPlay Time
Launch90%+ExcitedHigh
Month 170%SatisfiedHigh
Month 350%BoredMedium
Month 630%FrustratedLow
End of Expac10%ResentfulVery Low

Lessons Learned

Future player housing must be optional rather than mandatory. Rewards should complement rather than replace normal gameplay. Social features must encourage visiting and sharing.

Blizzard applied these lessons to subsequent expansions. Legion’s class halls provided similar benefits without isolation. The garrison experiment informed better future design.

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