horizontal-progression

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  • The Nexus Telegraph: Stuff the endgame needs in WildStar

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.17.2014

    I'm going to go ahead and totally dispense with any vagueness here because we already know that WildStar will have a raiding endgame and a PvP endgame. That's great, that's valuable, that's absolutely nothing. That's exactly what lots of games launch with. It's what lots of games consider their bread and butter. It's also not going to cut it. If WildStar sells itself on providing the exact same endgame that we've seen in every other game ever, I'm hesitant to say "it will fail," but it sure as heck won't be dazzling anyone three months out from release. You can't make a game with the selling point of "play however you like" and then surreptitiously add "except when you get to endgame, and then you'd better raid, buddy." With that in mind, let's talk about what the game needs in terms of endgames that we don't see on a regular basis.

  • FlapMMO brings non-combat gameplay to new heights

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.12.2014

    For years, players have sought MMOs that truly offered a combat-free experience. FlapMMO, a massively multiplayer version of the sadly defunct Flappy Bird (not officially sanctioned), is that rare gem that delivers precisely that. In fact, it delivers everything you could ask for in the genre -- no combat, no levels, and a wide-open world to simply explore. It even offers exclusively horizontal progression (since that's the way the screen scrolls, you can't go backward). If all this sounds too good to be true, you should consider also the fact that the game is entirely free-to-play without so much as a cash shop. Chat functions are currently limited, as is character customization, but there's no word from the developer on whether or not this is part of the design or something that will be addressed in the first expansion. You might want to consider giving this wide-open combat-free exploration simulator a try if you've got some free time on your hands.

  • MMO Mechanics: Comparing vertical and horizontal progression

    by 
    Tina Lauro
    Tina Lauro
    02.05.2014

    MMO players strive to obtain some kind of tangible progression each play session, but the method by which that progression is delivered varies greatly across the genre. Archetypal themepark titles frequently rely on level-based progression that culminates in climbing through gear tiers at endgame, but the freeform nature of sandbox MMOs lends itself to a more open progression system that focuses on the holistic development of characters. These two progression systems are described as vertical and horizontal progression: Traditional gearing or leveling is commonly described as a vertical climb, while wider choice-based progression is more often expressed as a non-linear journey. The relative merits of these two diverging approaches to progression are commonly debated by modern MMO players. Many players wish to see a blended hybrid approach to progression that emphasises the horizontal, multi-faceted growth of their characters over rattling through yet another gear tier. Despite this, players still favour a goal-oriented attainment system and perhaps progressive gear that doesn't require a long run on the grinding treadmill. This balance can be very hard to achieve, so titles such as Guild Wars 2 have taken some knocks on the path towards perfect horizontal and vertical progression balance. In this week's MMO Mechanics, I will look at what is meant by both vertical and horizontal progression, how they are mechanically implemented in MMOs, and what each type of progression means for the playerbase.

  • Flameseeker Chronicles: We will control Guild Wars 2's horizontal and the vertical

    by 
    Anatoli Ingram
    Anatoli Ingram
    12.17.2013

    While we're all exchanging our ugly knit goods for better presents, the official Guild Wars 2 forums are hard at work on the final collaborative development initiative thread of 2013. The topic revolves around horizontal and vertical progression in GW2, one of the more divisive issues frequently discussed by the playerbase. We're forever debating the merits of both styles of progression and trying to determine which of them has a place in the game. According to ArenaNet's Studio Design Director Chris Whiteside, there's room for both, and he'd like to get us brainstorming about how they can work for us. My brain is pretty stormy at the best of times, so grab an umbrella and let's talk progression.

  • Tamriel Infinium: Horizontal vs. vertical progression and the Elder Scrolls Online

    by 
    Larry Everett
    Larry Everett
    10.11.2013

    The week before last, I talked about a hybrid penalty, and I've realized that I did so without actually talking about how progression is slated to work in Elder Scrolls Online. Because ESO wants to emulate the existing Elder Scrolls games in an MMO, we see many of the same ideas ported directly from the single-player game into the online game. This includes training up in a specific weapon and armor, weapon swapping, and skill-based progression. And if you have played other games' skill-based or non-linear progression systems, then you know about the difficulties of balance. ESO, like other games before it, tackles this imbalance by limiting the number of abilities available to a player at a given time. Skill progression also takes an interesting turn in ESO as well, and I'm not exactly sure how to define it. Most MMOs follow a vertical progression tree in which you place the game's version of skill points in an upward-growing tree or pyramid, with skills following a guided path to the best skill of a given tree at the top. Usually the limitations placed on these trees are based on level, which gives you a finite number of earnable skill points. I call this vertical progression. Although any good class skill system will have some branches to the side, usually the ultimate goal is to reach the top of the tree to gain the best abilities in that given class. Thankfully, Elder Scrolls Online takes a different approach.

  • The Road to Mordor: But what if I'm three expansions behind?

    by 
    Justin Olivetti
    Justin Olivetti
    06.15.2013

    One habit that I'm constantly trying to break myself of is assuming that everyone who reads this column or plays Lord of the Rings Online is going through (or has finished) the most recent content that Turbine's pumped out. Over the past few weeks, I've had discussions with Massively staffers, guildmates, and podcast co-hosts who all have admitted to being way behind the content curve in LotRO, many to the point where catching up to the endgame crowd seems like an insurmountable task. As a particular person asked me, "But what if I'm three expansions behind? Is it even worth paying for all of these expansions and pushing myself to get to Rohan?" This is a valid concern and obviously one that several folks have, so for today's column I want to talk to those of you who aren't level 85. Maybe you haven't even seen the interior of Moria yet, or maybe you have been following the most casual, sporadic path through Middle-earth possible over the years. Maybe the one-expansion-per-year pace is actually pushing you away from the game. Here's what I think will help.

  • Hyperspace Beacon: Maybe SWTOR's treadmill ain't so bad

    by 
    Larry Everett
    Larry Everett
    12.11.2012

    Sometimes we need to see certain things from different perspectives in order to understand the whole truth. If detectives listened to only one eyewitness, then the totality of the crime would be missing. They could head in the wrong direction, thereby letting a criminal go free and possibly detaining an innocent person. Although game design isn't exactly like busting a criminal, it is a lot like other parts of detective work. Designers attempt to determine why certain aspects of a game work or don't work. They gather data and design a balanced system, but the totality of success isn't seen until they gather eyewitness accounts from a number of different perspectives. This is why today I want to look at the positive side of the gear treadmill. Star Wars: The Old Republic launches a new game update today -- Update 1.6: Ancient Hypergate. Along with new warzone and space combat areas, this update adds a new set of top-level PvP gear, gets rid of a PvP gear set, and makes the PvE gear progression shorter by giving level 50s a set of Tionese gear. This update pretty much defines power creep, and normally, I would say that this kind of thing should absolutely be avoided in MMOs. However, this week, I'd like to take the opposite approach and examine why this is a good thing.

  • The Soapbox: The problem with power creep and progression

    by 
    Larry Everett
    Larry Everett
    11.06.2012

    We've all seen it. You might not have put a name to it, but it's there. As MMOs get older, certain dungeons become obsolete. Or maybe that fantastic top-level gear you once had to have is completely worthless now and isn't even in normal gear progression anymore. That is power creep, the phenomenon by which content becomes completely worthless as a game ages. I can't imagine being on the developer's side when power creep starts rearing its ugly head. All that time a developer spent sculpting the content to be the perfect match of mechanics and story becomes wasted. Power creep can't be avoided, right? Developers have to make new content to keep people interested in the game. And themepark games have to have a linear progression, right? We also don't want the disparity between the new players and the old players to be too great because it will discourage population growth. Then how in the world do we stop this never-ending cycle? How do we keep MMO progression fun and interesting without content falling off the end of the treadmill?

  • Firefall extrapolates on its new progression system

    by 
    Larry Everett
    Larry Everett
    10.04.2012

    Hot on the heals of its blog post about dynamic events, Red 5 Studios now hopes to change up the whole progression system in its third-person shooter Firefall. The development team revamped the existing mostly linear advancement system to a more dynamic (there's that word again) skill-tree system. And now, Lead Class Designer Dave Williams has posted that the team that the team wanted to "increase the number of choices that were available to players within their progression." Williams explains that players generally pick a battleframe based on their individual playstyles. With the skill trees, a player can break that playstyle down even further. He gives the example of a Mammoth Dreadnaught vs. a Rhino Dreadnaught. The Mammoth builds heavier defenses, whereas the Rhino packs a heavier punch. MMOs and other online games are trending away from the linear progression style to a more horizontal progression style. Firefall is heading in that direction, too. Will this be enough push Firefall toward being the next great online shooter? Red 5 hopes so.