The Garrison Resource currency, the lifeblood of the Warlords of Draenor Garrison system, represents a significant low point in World of Warcraft currency design. Defined by its mandatory acquisition methods, highly specific utility, and an easily reached hard cap, Garrison Resources exacerbated player isolation and created a progression bottleneck unique to that expansion. This analysis evaluates why the currency design failed, quantifying its negative impact based on Utility Flexibility Metrics and Player Activity Interdependence Scores.
This report quantifies the justification for Garrison Resource criticism based on Utility Flexibility Metrics and Player Activity Interdependence Scores.
Evaluation Criteria: Utility Flexibility Metric, Player Activity Interdependence Score, and Temporal Waste Index
Garrison Resources are evaluated using three weighted criteria. First, Utility Flexibility Metric assesses the range of uses for the currency; low flexibility restricts player choice.

Second, Player Activity Interdependence Score measures the necessity of interacting with the open world or other players to spend or acquire the currency (a low score indicates isolation). Third, Temporal Waste Index tracks the frequency with which the currency hits an arbitrary cap, wasting player time/effort. A high Temporal Waste Index severely undermines player satisfaction.
Low Utility Flexibility and High Temporal Waste
Garrison Resources suffered from a critically low Utility Flexibility Metric. The currency was almost exclusively tied to Garrison-internal functions (starting missions, building upgrades), preventing its use in broader expansion systems or as a source of catch-up. This rigidity, combined with a low hard cap that was easily reached, resulted in an extremely high Temporal Waste Index. Active players quickly found themselves capped with no meaningful way to spend or convert the resources, negating the effort invested in acquiring them. The design was functionally unjustified due to its inherent wastefulness.
Maximum Isolation: Low Player Activity Interdependence
The primary design failure was the near-zero Player Activity Interdependence Score. Resources were acquired almost entirely through solo activities within the Garrison (work orders, daily passive income) or isolated outdoor daily quests. This isolation actively discouraged interaction with the open world or other players, validating the criticism that the currency promoted a solitary, single-player experience, contrary to the core tenets of the MMORPG genre.
Resource Acquisition vs. Player Agency
Unlike currencies that promote engagement by rewarding risk or skill (e.g., Mythic+ gear currency), Garrison Resources rewarded mere log-in frequency and passive time. This system failed to justify the player’s time investment beyond the initial build-up phase.

The lack of scalable expenditure options meant that the currency quickly ceased to be a motivational factor and became a source of frustration due to the constant cap.
Garrison Resource Failure Analysis List: Design Flaws
- Hard Cap: Too low, resulting in wasted passive income (High Temporal Waste Index).
- Use Restrictions: Only spent internally on the Garrison (Low Utility Flexibility Metric).
- Acquisition: Passive generation discouraged open-world activity (Low Interdependence).
- Conclusion: The currency was designed as a progression bottleneck rather than a flexible reward mechanism.
Conclusion: A Lesson in Restrictive Design
Garrison Resources are correctly identified as the worst currency in WoW history because their design maximized the Temporal Waste Index and minimized the Player Activity Interdependence Score.
The currency failed to justify the time players spent acquiring it due to its strict caps and lack of Utility Flexibility, making it a critical example of how restrictive design can actively harm player engagement and communal experience.








