The team belives players needed time to decompress in the MMO

Aug 26, 2013 06:10 GMT  ·  By

Tom Chilton, the lead game designer working on World of Warcraft, says that his team made a big mistake when it caved into popular demand in order to remove the limit on daily quests.

He tells PCGamesN that “We shot ourselves in the foot when we removed the limit on the daily quests that you could do. So there was a pressure to maximise everything, and that really leads to burn out.”

A majority of players have abandoned the idea of exploring the game world and are now only playing in order to achieve some limited long term goals, says the developer.

The team is trying to change this with the new Timless Isle area, where events happen in a number of places at different times and gamers have to specifically search for them.

A lack of quest markets will make actual world exploration more important.