vertical-progression

Latest

  • The Soapbox: Old content should stay relevant

    by 
    Tina Lauro
    Tina Lauro
    02.11.2014

    The archetypal themepark MMO model, as popularised by World of Warcraft, is a race to the level cap in order to unlock the best content on offer. New content is tacked onto the endgame regularly, accompanied by improved gear and perhaps a higher level cap. It's a system that's designed to keep people playing by keeping them on a progression climb that's constantly getting steeper. As a consequence, endgame activities render older content obsolete since these outdated activities carry little real benefit for fully leveled characters. Exploring old content for the sake of experiencing it is not enough of a motivator for many players since this content simply cannot present the same challenge as it once did. Although you can technically go back and play through old dungeons, they will never be as fulfilling when tactics become optional and you can solo once-formidable opponents. In this week's Soapbox, I will mourn the loss of fantastic older content that was rendered obsolete through vertical progression, using WoW as a key example. I'll go on to suggest a solution that I think might allow for both old and new content to exist together in relevancy without significantly compromising the themepark MMO's existing progression mechanics.

  • 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.

  • Hyperspace Beacon: SWTOR Update 1.6 PvP progression

    by 
    Larry Everett
    Larry Everett
    12.04.2012

    Lead Designer Damion Schubert made an interesting statement during the last Star Wars: The Old Republic livestream. He proclaimed that although the designers don't want to completely eliminate vertical progression, the stats between the upper tiers of PvP armor will begin to flatten out. As many of you are aware, I am not a fan of vertical progression in MMOs overall, especially in PvP. I have issued many gripes and even stood on a soapbox proclaiming how it's bad. It's not that I don't want players to have a sense of gain as they play the game, but a purely vertical progression system (in which stats only ever get bigger) invites the dreaded power creep. And as I said on my soapbox, power creep is not good for players or designers. So when Schubert talked about flattening out stats, I was excited. Finally, SWTOR is stepping away from a vertical progression system! Update 1.6 brings multiple changes to PvP specifically. The new warzone, Ancient Hypergates, is probably the biggest. But for today, the most important change is the elimination of the Battlemaster tier of PvP gear and the introduction of Elite War Hero gear. What does this do to the overall feel of PvP, and are these changes enough to soften the heart of the MMO gamer?

  • Flameseeker Chronicles: Ascended gear in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    12.04.2012

    It's time to take a look at the new Guild Wars 2 item rarity: the Ascended tier. The first bits of Ascended gear came in with the Lost Shores patch, but we've been a little busy since then, have we not? Anyway, ArenaNet's Chris Whiteside took some time (like, the better part of a workday -- and then he went home and kept on taking time) to do an Ask Me Anything on Reddit, which largely focused on the question of Ascended stuff and what it means for the game. So let's get into it, shall we?

  • Guild Wars 2 staff tackles the ascended gear controversy head-on

    by 
    Justin Olivetti
    Justin Olivetti
    11.26.2012

    It's been a rough couple of weeks for Guild Wars 2, following the news that ArenaNet would be implementing a new tier of gear to the game. Studio Design Director Chris Whiteside and President Mike O'Brien took to Reddit today for an Ask Me Anything (AMA), accepting the brunt of the blame while denying that the team had gone against its stated design manifesto. Whiteside said that the addition of ascended gear was not meant to add a necessary grind to Guild Wars 2, but to fill in a necessary gap in gear that the team identified early on. "It's an exciting problem," he wrote, "but one that has been poorly communicated and handled. And for this I take responsibility and apologize." O'Brien chimed in to address the many comments levied about the design manifesto: "We're left with a balancing act. Some progression is OK, but pushing players onto a gear treadmill isn't OK and isn't what the game is about. I don't think [the ascended gear] invalidates the fundamental concept that GW2 can have gradual stat progression without being a gear treadmill game." The AMA didn't merely dwell on the ascended gear issue; Whiteside fielded questions about the game's approach to future events, a desire to reduce grind across the board, the potential fracturing of the community, and ArenaNet's definition of grind ("Repetitive game play that is not fun," is the official answer, in case you were wondering).

  • ArenaNet explains Guild Wars 2's new Ascended item tier

    by 
    Elisabeth
    Elisabeth
    11.13.2012

    Earlier today, Guild Wars 2 players got their first real idea of what's awaiting them in the Lost Shores content update. They responded with an collective outcry against the introduction of Ascended items, which inhabit a new tier of item rarity. The roar of outrage was a little muddled, however, as there weren't a whole lot of details about what purpose Ascended items serve. A new blog post clarifies the whole issue. Get ready for some knowledge! One of the primary design purposes for the Ascended item tier is to bridge the gap between Exotic gear (which fairly casual players can have a reasonable certainty of acquiring without too much angst) and Legendaries (which are for the hardest of hardcores). Specifically, Ascended items will be used specifically to combat new endgame mechanics. Foes within the new Fractals of the Mists dungeon will inflict Agony on players. Agony can only be mitigated by Infusions, which can be put only into Ascended armor. As players get to higher levels of difficulty within the dungeon, they will eventually find a point at which they have to counter Agony (by Infusions) before they can hope to proceed. Rather than being upgraded with normal components, Ascended gear has upgrades built-in, and upgrade slots have been repurposed into Infusion slots. November's update will include only Ascended rings and back items. More Infusions and Ascended item types will be added with time. When Ascended items are added to the game, Legendary weapons will be updated so they are still the best available option (as opposed to being on-par with Exotic weapons, as they currently are).

  • 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?