Every massively game has a core element that it is built upon and all are a bit different in their strengths and weaknesses. World of Warcraft and the upcoming Warhammer Online have two very different core designs, but in more ways than you might think. World of Warcraft -- at its core -- is a PvE game with lots of vertical progression (levels, levels and more levels) where PvP takes a backseat to the overall focus of the raid endgame. Basically, because WoW is so heavily focused on raiding dungeons and the experience that goes along with it -- levels have become a necessity with each expansion. The essential problem to a design like this is easily apparent if you create a new character in WoW today and work your way through the first 60 levels of the game. You're not going to find a whole lot of people to play with because they're all level 70s that are either raiding, participating in battlegrounds or at the arena. This gap is only going to become wider once Wraith of the Lich King releases, adding another ten levels between your brand new character and everyone else at the endgame -- for a total of 70 levels.
Instead of building upwards, Warhammer Online has a chance to do something different -- something that works better. The reason I believe this to be true is because at its core WAR is about the RvR experience. In an endgame where players are fighting other players, you want to keep them together as best you can and adding more levels is counter-productive to that. So as a developer what will EA Mythic most likely do instead?
My guess is for horizontal game expansions (additional content without additional level grinding) in the form of brand new Scenarios, Trophies, Tomb of Knowledge entries, equipment, racial pairings, classes or ways to smash the snot out of each other that don't require ten more levels to be gained. With a focus on PvP that includes integrated PvE content throughout their game, EA Mythic has a chance to avoid the pitfall of only building upwards. They don't need to keep awarding experience for character levels when there are PvP levels (they don't inherently increase stats and instead give various other rewards) and guild levels to earn instead. Of course, guild levels get your guild all sorts of cool stuff that will help in all aspects of the game.
The point of horizontal expansions are that they should offer more to do for everyone involved (casual or hardcore) without forcing players to abandon most of the previous content -- which is another issue with vertical expansions. If there's a particular scenario or city raid you really loved doing, it won't be buried underneath levels once the first or second expansion comes out. That doesn't mean new content won't make older content less populated -- that's just inevitable.
World of Warcraft managed to largely create its own audience by making massively games easier to get into for a wide group of people. Where it has mostly failed, is at allowing new and old players from easily experiencing content together and thus increasing content longevity. So if Warhammer Online doesn't go crazy with new levels every expansion, it's possible that this weakness of WoW's can become a very contrastive strength for WAR. If there's one thing that will give WAR an extra edge it's something like this. It's not about beating WoW at it's own game -- you've got to invent your own, better game.
Reader Comments (6)
Posted: Feb 2nd 2008 4:18PM (Unverified) said
I couldn't agree with you more when you say "It's not about beating WoW at its own game..". I am so sick of everyone talking about the next WoW killer and when if ever that will happen. No one is ever going to beat them without inovation. They have to break new ground, the same way Blizz did back in the day by making their game accessible to a much wider audience. From what I've been reading, hearing, and seeing, if Mythic sticks to their own recipe and doesn't try to be a WoW clone they'll do ust fine.
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Posted: Feb 3rd 2008 3:17PM (Unverified) said
It amuses me when someone goes on about the 'failures' of a 10 million subscriber MMO. Does anyone really think another game will come around that approaches that kind of success?
I'm excited about WAR exactly because it is a DIFFERENT game, particularly from the PvP side. I firmly believe these two very different games can co-exist. In fact, they have to because WoW isn't going anywhere soon, regardless of the nay-sayers.
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I'm excited about WAR exactly because it is a DIFFERENT game, particularly from the PvP side. I firmly believe these two very different games can co-exist. In fact, they have to because WoW isn't going anywhere soon, regardless of the nay-sayers.
Posted: Feb 3rd 2008 4:35PM (Unverified) said
Thanks for the comments guys, I always love feedback.
Chilisizzle -
I never said WAR had to beat WoW. In fact I even said that WAR doesn't have to beat WoW, it just has to do it's own thing in a beter way. If certain things about WAR aren't better (take kill quests for example, WAR has a much better system for kill quests than WoW) then it will only ever appeal to a more narrow group of players.
Also, I'm not really sure how the fact that Blizzard keeps adding more levels to WoW - thus leaving starting players further from the new content - amusing.
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Chilisizzle -
I never said WAR had to beat WoW. In fact I even said that WAR doesn't have to beat WoW, it just has to do it's own thing in a beter way. If certain things about WAR aren't better (take kill quests for example, WAR has a much better system for kill quests than WoW) then it will only ever appeal to a more narrow group of players.
Also, I'm not really sure how the fact that Blizzard keeps adding more levels to WoW - thus leaving starting players further from the new content - amusing.
Posted: Feb 3rd 2008 11:39PM (Unverified) said
WAR's core concept sounds like Guild Wars's concept to me (before GW was released anyway). So personally there's nothing new.
Look how successful GW is, though. Hopefully WAR can do better.
About WoW and starting players: Why should they care if the new content is 80 levels away? They're just starting, after all. Everything is new for them.
And please don't ASSUME that new players would have a hard time finding people to play with; THEY DON'T. There're players everywhere. Some of them new, some of them old players with new characters. This is from my personal experience as I started playing in August 07.
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Look how successful GW is, though. Hopefully WAR can do better.
About WoW and starting players: Why should they care if the new content is 80 levels away? They're just starting, after all. Everything is new for them.
And please don't ASSUME that new players would have a hard time finding people to play with; THEY DON'T. There're players everywhere. Some of them new, some of them old players with new characters. This is from my personal experience as I started playing in August 07.
Posted: Feb 4th 2008 7:02AM (Unverified) said
http://www.msnbc.msn.com/id/17820122/
Hrm, I would certainly love for Warhammer Online to be good enough to warrant more than 3 million in sales. Overall subscribers or sales aren't always indicative of financial or critical success. WAR will have to break about a million in the first year to be considered a success, but it has a good shot at doing it.
On the subject of why players should care:
Because some servers are smaller than others, with less new and re-rolling players to group with as time goes on. After a while, WoW is going to slowly decline in subscribers (I think it might have just begun in the US) and you'll get the same issue you have with games like FFXI where a large amount of players are many levels higher than you. Sure there will always be some players around in WoW (every server is different in population spread, though) but if the content weren't so spread out through multiple levels, it wouldn't be an issue to begin with.
What happens in a couple more years when the new WoW expansion raises the level cap to 90 or 100? Hopefully that won't happen, but it could.
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Hrm, I would certainly love for Warhammer Online to be good enough to warrant more than 3 million in sales. Overall subscribers or sales aren't always indicative of financial or critical success. WAR will have to break about a million in the first year to be considered a success, but it has a good shot at doing it.
On the subject of why players should care:
Because some servers are smaller than others, with less new and re-rolling players to group with as time goes on. After a while, WoW is going to slowly decline in subscribers (I think it might have just begun in the US) and you'll get the same issue you have with games like FFXI where a large amount of players are many levels higher than you. Sure there will always be some players around in WoW (every server is different in population spread, though) but if the content weren't so spread out through multiple levels, it wouldn't be an issue to begin with.
What happens in a couple more years when the new WoW expansion raises the level cap to 90 or 100? Hopefully that won't happen, but it could.
Posted: Feb 5th 2008 6:19PM (Unverified) said
Kyle, adding new levels in an expansion is not a bad thing. Even if your on a server with a low population most qsts are soloable... add that with the fact that their are probably more alts then hardcore 70's playing and any beginner can level up fairly quick. I don't see that much of a decline in the states as well. I've played FF11 maybe a year ago and the problem was that you had one char when you start out that could do multiple jobs but that limited you.
In WoW you have more then one char filling one job so therefore the existence of alts is possible filling out the needs of guiding new players with vets playing a new character. I don't think the content is that spread out the reason being most qsts lead you into new areas where your ususally gonna qst for the next few lvls. But as Cacheelma said They're just starting, after all. This is in any MMO.
I doubt well see any other MMO come close to the subscription base of WoW but to have and maintain succes in the MMO market should be the ultimate goal. Me personally i love WoW.. and wouldnt mind seeing new content and levels because in the end levels usually indicate the experience of a player so if im lvl 5 and i see a lvl 100 player im gonna ask him for help instead of someone lvl 38 because i know that lvl 100 been around the bloack and has probably accquired alot of skill playing/equipment and would in most cases mentor me or even become my new buddy.
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In WoW you have more then one char filling one job so therefore the existence of alts is possible filling out the needs of guiding new players with vets playing a new character. I don't think the content is that spread out the reason being most qsts lead you into new areas where your ususally gonna qst for the next few lvls. But as Cacheelma said They're just starting, after all. This is in any MMO.
I doubt well see any other MMO come close to the subscription base of WoW but to have and maintain succes in the MMO market should be the ultimate goal. Me personally i love WoW.. and wouldnt mind seeing new content and levels because in the end levels usually indicate the experience of a player so if im lvl 5 and i see a lvl 100 player im gonna ask him for help instead of someone lvl 38 because i know that lvl 100 been around the bloack and has probably accquired alot of skill playing/equipment and would in most cases mentor me or even become my new buddy.
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