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#27 May 14 2013 at 7:49 PM Rating: Excellent
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Here's the thing about FFXI: The people who were participating in "endgame" content were, by far, the minority population of players. We aren't even talking 20% here. We're talking a single digit percentage of players. So your dismissal of leveling as content is a serious issue here. I knew a lot of players in FFXI. I knew a lot of players who were not casual in FFXI. Know what they did? They leveled various jobs. They cornered markets. They crafted. They'd occasionally run the... whatever that PVP game was called. They'd do BCNM fights.

Almost no one fought the Gods, or did Dynamis. Most Monks could think of better uses for their time than sitting around and Boosting for 3 minutes to let out their one Chi Blast. Most players were more interested in trying the other jobs than doing the exact same thing on one the whole time.

If that's how you played FFXI, that's fine. But dismissing everything else as meaningless content is just plain absurd. Grinding up to 75, at least before they slashed the time it took to level, was months and months and MONTHS of work for people. Very, VERY few of them were doing that for any reason other than wanting to do it.

See, you're trying to make an argument against horizontal progression by holding up FFXI. The problem there is that your issues with FFXI aren't actually with horizontal progression - they're with the entire system. You considered the game to actually start at 65+, when the vast majority of players never even bothered with the content in that range. And there's just no way to control for that variable.

I liked horizontal progression. Do I think FFXI handled it well? No. It was poorly balanced and poorly implemented. That doesn't mean there's anything wrong with the concept, it just means that a game should probably have core gameplay that's less in shambles before you bother trying to launch an expansion, unless that expansion is specifically to target the problem that your core gameplay is in shambles.

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The biennial gear reset is important for WoW; otherwise, one of two things happens. Let's say that there was never a level cap increase, and we still had all the expansion content for BC, LK, Cata, and Mists. The people that were farming Naxx going into BC would find absolutely no challenge in content geared towards people that weren't raiding, and the people that weren't raiding would have no hope of completing content geared towards people that were clearing Naxx. There needs to be some form of character power progression in an RPG. It's pretty much a defining element of the genre, and it keeps people playing when they hit a wall. Can't beat boss X? Go out and gain a few levels/upgrade your gear, then come back to kick *** and chew bubblegum.


The problem with this arguments is that you are taking an aspect of vertical progression and then painting a horizontal picture that hasn't bothered to be adjusted for core design principles. It's a strawman argument, because no one in their right mind would expect you to be able to take WoW's current raid system, and just continue on with it horizontally.

Vertical character progression is fully possible in a horizontal system. One possible answer is to add, where wise, ways for your character to progress. Another is to allow for the creation of more diverse content, so the concept of progression isn't uniform. Right now (well, I assume this is still true), Blizzard made the absurd move to ensure that PvE and PvP progression follow roughly the same system, and they're both using an extremely uninteresting, unexciting ilvl system.

And it makes no sense. Instead of forcing every player to engage with every form of PVP, why not actually develop them into separate entities, so people can play what they want, progress in what they want, and specialize in what they want? If I want to focus on arenas, let me focus on arenas. You can structure progression so that it boosts my performance in BGs, sure. But being king of the arena shouldn't make me the best flag capper of all time.

How? Creating more interesting, more dynamic skill systems in conjunction with gear that is less basic and dumbed down would be part of it. In a PVP setting, skill tiers and a ladder would be another.

And the same thing goes for PVE content. Right now, dungeons are just mini-raids, and raids are the real content. How about they make dungeons one type of content (and see if you can return to the days where there are random aspects besides which boss you fight), make raids another, add a wave-based combat system (something like what you might see now in WvWvW combat in GW2, except with mobs), etc.

Then you have the "casual" content like crafting, home-building, etc. Don't have a pathetic "press okay until it's gray" system. Make it interesting. Yeah, raiders won't be interested in it overall. That's fine - you aren't making it to please the raiders.

Horizontal expansions in this aspect would focus on adding more ways to play for everyone. It would add or change up the existing content (which is how EVE generally handles it), and add more content. Some examples: In a dungeon system with random options, add more of them, add more ways to cross-skill, maybe add new settings that require different skills to succeed in, progress the story in an old one. Similar for raids, but on a more grandiose scale.

Oh, and the other thing, STOP TELLING THE STORY ENTIRELY THROUGH RAIDS.

Did the picture I just paint turn out perfect? Hell no. I'm trying not to stray too far from the system WoW has now, which is a decidedly vertical progression system. And that's hard. But I'm not saying WoW should implement one now. It's way too late for that. I'm just saying that they can be amazing if the designers actually create a game to support one.

Edited, May 14th 2013 10:06pm by idiggory
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#28 May 14 2013 at 8:26 PM Rating: Excellent
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@idiggory:

RE: FFXI:

There's something wrong with the game when <10% of the total playerbase ever partakes of an entire facet of the said game. That means something is broken and is not functioning properly. IMO, FFXI Endgame was... very harsh, unforgiving, and it promoted very horrible behavior due to jealousy, the sheer lack of reward for doing events (MAYBE 1 person walks away happy from a god fight, but yet it takes 30+ or did back then, to kill said god). ONE in 40 people walk away from that happy, after a week's work? Eh yeah, bad system.

RE: Crafting: What do you think Sunsong Ranch is? It is hardly "Press OK Until Grey". They are adding NEW stuff. Give them time. Pet Battles. It ain't crafting, but yet it is an entire sub-game in of itself. Give em time, they're adding more awesome stuff to the game.

Edited, May 14th 2013 10:39pm by Lyrailis
#29 May 15 2013 at 4:44 AM Rating: Excellent
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The problem with adding more PvE content without the gear reset is that the content is either trivial to people that completed the last batch of content or inaccessible to the people that didn't. Unless you think people will continue to play without the ability to improve their character. The other thing we've seen in WoW is that, without the reset, crit chance and haste percentage go to obscene levels. While it's certainly fun for the players to crit on almost every hit, it breaks mechanics that proc off crit, and makes it nearly impossible to balance DPS. Upgrades become uninteresting if there is a hard-cap put on crit (say, 35%), and giving bosses ever-increasing crit suppression feels forced and arbitrary.

I go back to FFXI because, besides WoW, it's the MMO with which I have the most experience. For the people interested in the leveling experience, not raising the level cap actually hits them hardest of all because they will literally run out of game at some point. Crafting and gathering weren't level dependent, and so weren't affected by end-game stagnation.

Another game that I tried, briefly, is The Secret World. There's a lot in it to try to explain in a few paragraphs, but basically it was billed as a completely level-less, classless system. It's true, for the most part. They still use a form of trinity with support elements, but with 525 unique skills, there's a lot of room for variety. The problem the game has been running into, though, is what to do once the skill wheel is maxed out. What's left is gear progression or an AA system, but since the game is already essentially AA, adding to that is just a 'level increase' without calling it a level increase. So we're back to gear progression. If the gear upgrades are meaningful and interesting, new content has to be tuned to either people that have gear, excluding the entry level players, or it's trivial in difficulty to people that have completed that last set of content. FFXI (and WoW end-game in BC) showed what happens to players that don't get to do the content when it's current. Either they feel like an anchor to the rest of their team as the team goes back and tries to catch them up, or they struggle to get through the content.

As an aside, TSW has some amazing quests, but once you finish an investigation quest once, there's no mystery, and you have to wait until the next content patch for your next fix.
#30 May 15 2013 at 7:34 AM Rating: Excellent
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I was never defending FFXI's system. Like I said, it was horribly balanced. That was my whole point - it's a problem when your example for why you dislike a system is a horrible example of said system. FFXI itself is problematic for this discussion, because it actually had extensive progression in both directions. All jobs on one character, and a long road to cap, created a vertical progression system far more intensive than anything WoW has ever had (even if you limit it to ONE job). And then at cap, it tried to transition into a horizontal system.

And that's my point. You design a game for horizontal progression, or you design it for vertical progression. That's the lesson learned from FFXI.

If you're trying to evaluate systems, you HAVE to do it all-things-considered.

The rest is actually a response to the issue of things like rising stats, etc. It's long.

You're discussing growing crit values, sky-rocketing stats, tiered content (the concept of clearing it and then a harder form of the same content type is released). These are issues because you're coming into the horizontal system specifically with the mindset of vertical progression.

That's the fundamental basis of vertical progression - it's a stepping block system.

Horizontal progression has aspects of vertical progression, of course (just as vertical progression has aspects of horizontal progression - that's fine).

But let's imagine you're building a rogue character, and you primarily play dungeon crawling content. To that end, you work to progress in areas that specifically benefit dungeon-crawling, like Stealth, Assassination, Traps, and "Tricks." Yes, at some point, it will be possible for you to catch up to the limits on these specific skills. But that's only an issue if you are ONLY interested in specializing your character into this very limited area of content. You can branch out into more content, new dynamics can be added to existing content, you can further specialize to be more useful in this type of content, etc.

The question here becomes a matter of how fast they can revamp content, and how fast you can progress. There is no realistic reason to consider this any slower than a tiered content system. On the contrary, when developers are being asked to build systems specifically to be edited and altered over time, it allows for a rate of expansion far above a tiered system. They don't need to build massive new zones with each content patch. Maybe one patch adds bomb skills for dungeon and raid content (to both players and mobs), maybe another adds fog of war and pathfinding skills, etc.

At the end of the day, veteran players are always progressing. And new players can still access the content, because even if veteran players have a stronger grasp on the content, they end up with skills that are strongly skewed across content areas (which is great in a horizontal progression system), rather than just the one.

And that's great! When there are tons of content areas, it's FUN to watch yourself progress through all of them.

I keep coming back to EVE, simply because EVE has the strongest horizontal content progression on the market right now. As a new player, it takes about two weeks to get to a point where you can competitively access the game. You can't access the game in TONS of ways, but you can be a solid competitor in the area you've first specialized in. And there are no blocks restricting you from accessing the other areas of content. It's literally nothing but progression, all the time, for both veteran players and newbies alike.

If you've been playing for two weeks, been training combat skills, and have specialized in one ship type (which is heavily suggested by game systems for newbies), you have already reached the point where you can definitely participate in PVP like low-sec roams (meaning, you join a fleet of ships and roam through relatively unsecured space to fight pirates, both NPC and player). It's not like in a vertical system where you'd have to spend two months leveling, then another month or two running dungeons, just to access the "real" content.

Because horizontal progression systems don't place a higher value on any content, like vertical systems do (in which, the highest-tier content is always the "best"). Everything is designed towards constant progression in player experience, rather than character experience. And that's awesome, imo.

That doesn't mean it can't be terribly implemented. The SNAFU of Secret World and FFXIV come to mind. But bad design is bad design - that doesn't come down to the vertical vs. horizontal debate, it comes down to the quality of the development. That's why I oppose FFXI as an example here. FFXI had TERRIBLE design, and it's impossible to objectively separate the content system from that issue, so it should not be used as an example. If you're going to use game examples, use the best each system has to offer.


Edited, May 15th 2013 9:35am by idiggory
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#31 May 15 2013 at 7:45 AM Rating: Excellent
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Lyrailis wrote:
RE: Crafting: What do you think Sunsong Ranch is? It is hardly "Press OK Until Grey". They are adding NEW stuff. Give them time. Pet Battles. It ain't crafting, but yet it is an entire sub-game in of itself. Give em time, they're adding more awesome stuff to the game.


I wouldn't say the Ranch is awesome. It gets tedious far too soon and many people I know (me included) have stopped doing it entirely because it's so much nofun. At some point a few months past I read about the planned (and needed) oberhaul of FFIV. The part about the new profession system was extremely intriguing. I don't remember enough details and can't find a link, but if I stumble across it I will post it here. (Or maybe someone other than me can expand on this.) It sounded really great. But also it sounded like something that would be almost impossible to implement in WoW.

Edit: Found it.

Edited, May 15th 2013 9:54am by TherealLogros
#32 May 15 2013 at 9:31 AM Rating: Excellent
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There you have it, another Wall O'Text by Rhode when he is short on coffee. Smiley: nod

Well for what it's worth it made a lot of sense.

Wall-o-text maybe, but it's always refreshing to hear some who's living in China offer perspective on the Chinese marketplace. It's something painfully lacking in most of the other discussions on this topic on other boards.
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#33 May 15 2013 at 7:49 PM Rating: Excellent
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Quote:
I wouldn't say the Ranch is awesome. It gets tedious far too soon and many people I know (me included) have stopped doing it entirely because it's so much nofun. At some point a few months past I read about the planned (and needed) oberhaul of FFIV. The part about the new profession system was extremely intriguing. I don't remember enough details and can't find a link, but if I stumble across it I will post it here. (Or maybe someone other than me can expand on this.) It sounded really great. But also it sounded like something that would be almost impossible to implement in WoW.


To each their own, I still enjoy Sunsong Ranch daily, on multiple characters.

Face it, planting 16x Windshear Cacti (taking 5 minutes to do so) and then logging on the next day to pick&plant is far, far, far better than mindlessly killing humanoid mobs for hours.

Same goes for planting Raptorleaf seeds. I'd rather take 5min to plant Raptorleaf plants and then log on next day to get 50-55 leather and possibly a Mag. Hide than to go out and kill&skin 50 mobs.

Also, the Snakeroot seeds are good too; you always get 16 trillium every day. Try looking for 16 trillium ore the old fashioned way, it'll take you a lot longer than 5 minutes of work.

The farm is a very awesome alternative to mindlessly killing/grabbing nodes.

Also, I very much enjoyed the Tillers questline and becoming a Master of the Ways on my main. That was quite fun.
#34 May 15 2013 at 8:24 PM Rating: Excellent
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Quote:
It's something painfully lacking in most of the other discussions on this topic on other boards.


Thanks for taking the time to read that. Sadly, it is the sort of thing that I can explain here that would get ignored in the flurry of Cold War rhetoric.
#35 May 16 2013 at 1:15 AM Rating: Excellent
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It's not so much that WoW is old is that Blizzard isn't doing anything all that new or innovative. Sure, they have a few gems here and there, but much of Blizzard's attempts at updating the game involve watering down things to the point there is no challenge left. I'm not looking for an EVE, I think it's a bit ridiculous, but long gone are the days where you had to actually put any effort into playing. Save for maybe raiding, it takes skill to die now. They've removed much of the risk and as a result watered down rewards. Even after adding cross-realm phasing they refused to bring back the group quests. Some of my fondest memories from WoW involved group quest chains like the ones out in the Plaguelands or BC (BC had some GREAT ones).

Sure, you can get a lot done very quickly, but none of those things feel very rewarding. I let my sub die and handed over my guild of 8 years a few months ago, and for the first time in 8 years, I don't miss it. It's not that I've been playing the same game for 8 years, but that the game I played 8 years ago has been turned into a chore.

As I've said to many of my friends, if I want to sit here doing mindless tasks for hours on end I'll do that with school/work/yardwork. At least I get something from it. I want a game, not a job, and it seems like in the process of satisfying people complaining about how much work went into an MMO, they actually turned a game into a job by making it pointless.
#36 May 16 2013 at 1:16 AM Rating: Excellent
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You're trying to separate character growth through leveling and character growth through gear, but improving gear goes along with gaining levels. Any increase in raw character power (say, DPS, EF, or HPS) is some form of vertical progression. Your character becomes powerful, fights a tough opponent, and becomes more powerful.

Horizontal progression is learning a new skill, or learning a new way to perform a familiar skill without a noticeable increase in character power. Your character masters fighting with daggers, acquires the best dagger he can make/find, and the decides to learn archery. Archery isn't inherently better than fighting with daggers, it has certain situational advantages (good at medium to long range), but also drawbacks (weak at short range). By learning both, your character is now useful in a variety of situations. On the other hand, after learning archery, there isn't a huge motivation to learn, say, destructive magic. It fills basically the same role as archery, but does it slightly differently. The devs can encourage players to pick up destruction spells by making a host of enemies with high physical resistances, but that feels like a cheap ploy. Introducing an 'elemental arrow' skill to let archers bypass resistances would feel similarly gimicky; instead of being open about vertical progression, the devs are cutting the characters off at the knees and making the players work their way back to just be at the same power level they were already at.

What about skills besides dealing damage? There are a variety of support roles that I'm sure we're all familiar with, but at some point the abilities start to look and feel the same. Similarly, there are only so many ways to come up with new skills to handle infiltration and investigation quests that can't simply be brute-forced. Breaking magical wards, picking a key lock, cracking a safe, and hacking a computer might all be covered by different skills, but they are all really just different flavors of opening doors/containers.

What I'm trying to say is that horizontal progression games have a certain appeal for people that want to be completionists and master every skill in Skyrim or learn to pilot 8 different ships classes in EVE. That kind of approach isn't for everyone, though.
#37 May 16 2013 at 3:36 AM Rating: Excellent
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@Lyrailis: Of course it is more efficient than grinding mobs. I did not try to dispute that. But it is not any more engaging or fun. It is just as mindless as grinding some enemies. It only takes less time. I'd prefer a system that is actually fun in itself and not because it is faster than the alternative. The one I linked from FFIV at least sounds like it could be entertaining (to me).
#38 May 16 2013 at 5:17 AM Rating: Excellent
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TherealLogros wrote:
@Lyrailis: Of course it is more efficient than grinding mobs. I did not try to dispute that. But it is not any more engaging or fun. It is just as mindless as grinding some enemies. It only takes less time. I'd prefer a system that is actually fun in itself and not because it is faster than the alternative. The one I linked from FFIV at least sounds like it could be entertaining (to me).


The thing about that though, if I were to attempt to partake of that thing you linked.....

1). I'd have to buy -- and pay subscription fees -- on a whole 'nuther game.

2). I tested XIV back when it was in Open Beta. Much like FFXI (even moreso than XI) it all looked like a confusing mess, you had complicated systems that didn't seem to make sense, crafting looked as "bloated" as ever (you can't just grab some ore, smelt it and make a sword... no you need the ore, smelt it into bars then you need leather to make the wraps for the grip, you probably need a gem for a pommel stone, then you need to get some stone for a grinding stone, blah blah). Now, I realize they could have changed that since Beta, but.....

3). I don't really have TIME for another MMO.

So in light of the 3 points I pointed to above, I don't foresee myself quitting a game that I am already enjoying quite a bit (WoW) to go to a game I might or might not enjoy (given the history of the company making said game) just for a crafting system.

SE has... not performed well in my mind/opinion. Blizzard, on the other hand, has taken WoW to new levels of small-group friendly and/or added very awesome tools (LFR) to find groups for you without the need to sit in town shouting for groups, or throwing a flag up and HOPING someone finds you by a search sometime today. I have very unfond memories of spending hours LFG and logging off without getting anything whatsoever.

FFXIV would have to have the same type of systems (LFD/LFR/Automated LFG Matchmaking) for me to even consider trying it.

So, while WoW might not have an "OMG AWESOME SYSTEM!", I'll take whatever they do throw at us. Sunsong Ranch is still fun IMO. It only takes 5min, and it is better than mindlessly grinding mobs. I'll take it, gladly. Blizz has a good track record for coming up with improvements.

So maybe Sunsong Ranch isn't your ideal 'awesome', but who knows. Maybe the next Expansion might feature something even more kick-***. What did we have in Cataclysm for crafting, again? Right... we didn't have anything like this. They make vast improvements every expansion, and keep adding new things.
#39 May 16 2013 at 7:11 AM Rating: Good
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AstarintheDruid wrote:
You're trying to separate character growth through leveling and character growth through gear, but improving gear goes along with gaining levels. Any increase in raw character power (say, DPS, EF, or HPS) is some form of vertical progression. Your character becomes powerful, fights a tough opponent, and becomes more powerful.

Horizontal progression is learning a new skill, or learning a new way to perform a familiar skill without a noticeable increase in character power. Your character masters fighting with daggers, acquires the best dagger he can make/find, and the decides to learn archery. Archery isn't inherently better than fighting with daggers, it has certain situational advantages (good at medium to long range), but also drawbacks (weak at short range). By learning both, your character is now useful in a variety of situations. On the other hand, after learning archery, there isn't a huge motivation to learn, say, destructive magic. It fills basically the same role as archery, but does it slightly differently. The devs can encourage players to pick up destruction spells by making a host of enemies with high physical resistances, but that feels like a cheap ploy. Introducing an 'elemental arrow' skill to let archers bypass resistances would feel similarly gimicky; instead of being open about vertical progression, the devs are cutting the characters off at the knees and making the players work their way back to just be at the same power level they were already at.

What about skills besides dealing damage? There are a variety of support roles that I'm sure we're all familiar with, but at some point the abilities start to look and feel the same. Similarly, there are only so many ways to come up with new skills to handle infiltration and investigation quests that can't simply be brute-forced. Breaking magical wards, picking a key lock, cracking a safe, and hacking a computer might all be covered by different skills, but they are all really just different flavors of opening doors/containers.

What I'm trying to say is that horizontal progression games have a certain appeal for people that want to be completionists and master every skill in Skyrim or learn to pilot 8 different ships classes in EVE. That kind of approach isn't for everyone, though.


Like I said, no system is going to be 100% vertical or 100% horizontal progression, but rather is going to be primarily one or the other with regards to content.

Your character getting better at one skill is vertical progression, your character expanding into new skills is horizontal progression, yes.

But what you're refusing to do is stop considering all these skills in the context of a vertical progression system.

You are looking at the system and saying, "Well, if I have archery, I don't need destruction magic." And, you know what, that may end up 100% true. I also don't really see a problem there. It's perfectly okay for there to be multiple pathways to the same end; it adds diversity to play style options. This is particularly exciting now that the MMO genre seems to be finally moving away from the action-bar-WoW-style combat, where the actual play is largely the same for every class. So it's fine, when we're talking within the context of a limited content scenario (like, say, Raiding), that we're going to have skills that its unattractive for the same player to have. That said, it doesn't necessarily follow that you wouldn't want both skills in the context of a group setting.

But please, PLEASE, stop thinking about these skills purely within the context fo a WoW-style vertical content system. You're looking at a system that has a very limited scope of content that it releases completely new iterations of, rather than revamping it and releasing new forms of content instead.

Yes, when we are talking about a system so constricted so as to fall into 3 content areas (PVE, PVP-BGs, PVP-Arenas), multiple skills that perform similarly in one situation is a serious issues.

When we're talking about a system that has a large variety of content areas, however, it would be the epitome of bad design for that to always be the case.

Example, let's say we have the following PvE combat systems: WoW-ish style raiding (characterized by high-intensity boss fights), Dungeon-delving (more trash mobs and mini-bosses, but unmapped, randomized, and in groups of maybe 1-3 people), Siege Offense/Defense (you seize NPC-run holds, or defend one of your own factions', against large waves of mobs), etc.

Now, let's say that Archery's most significant strengths were the ability to regulate firing speed to alternate between high output and high crit firing. It has a generally low ability to manage AoE, but when combined with bomb and poison skills, it can do a decent enough job there.

Destruction Magic would be slower-casting and primarily produce high damage AoE attacks or CC. If you're slinging spells, they'll probably be lower damage type castings that you're doing for reasons other than direct damage (firing off a ton of low-cost frost spells for snares or something). Direct-damage options would certainly exist, but they'd take a back seat to the AoE stuff.

So you're probably thinking "But then their DPS might not be equal on raid bosses!" You're right, they wouldn't. And that's not an issue. Why? Because we aren't talking about a vertical content progression system.

A Destruction mage could be extremely helpful in Dungeon crawling, for their ability to help mow down groups of enemies. An archer would be useful for quickly dispatching pack leaders, or taking out something making a B-line for the Mage. Otherwise, they can produce suppressing fire, and there's a very good chance they would have skilled into poisons, bomb-making, traps, pathfinding, etc. that would make them VERY useful, even if they aren't only there for the content.

Likewise, in a raid environment, when looking for damage you're probably going to prefer to bring along archers than Destruction Mages. But maybe your fight has a fair amount of AoE (either in the boss fight, or to reach it), and you still want a Destruction Mage. Or maybe you really want a player with the other skills that a Destruction skill is apt to have, like Thaumaturgy, Enfeebling, or who knows what else.

Or, you know what? Maybe Destruction Mages only end up in raids if Destruction is the subskill they use to damage the boss in between doing other duties like healing, support, enfeebling, etc. And maybe that's fine, because their single-target options could be high-damage casts with high cooldowns, so they get to make the most of their Destruction skill AND their other skills.

But then we still have other types of PVE combat-based content. We have the castle-sieges, which would definitely have big boons for both skills in both situations, and there's probably a lot more content that could be available where you wouldn't necessarily be using those combat skills as the number one feature. Say, if they implemented army-command content. Yes, you'd be using your personal skills, and your personal skills might matter, but the various skills you had expanded into for army-command would be better.

Etc.

And that's not to say anything about other content areas those skills could come into play. Poison-making could be a super effective skill for general game play when you're hanging out in a pirate port. Trap Making would be super useful for people interested in being huntsman. Stealth is useful for Sieges, Dungeons, Crime (a content form where a faction gave you a mission of X with Y parameters, such as you can't be caught... or have to kill anyone who catches you, and rewards you based on performance), PVP, etc.

The philosophy that every skill has to be useful for all content is really a BAD one. That's why every stat and the talents have been so reduced to insignificance. And it's been necessary because there is no diversity in the content available. All their resources go into maintaining their vertical content system, and it leaves very, very little room for horizontal expansion at all. And that's a serious issue with the game.

If you want a world where endgame is extremely limited in scope, then yes--a skill system like this won't make sense. But in reality, skill systems in general just don't make sense, because everything will always come down to the cookie-cutter system. Because everyone is only interested in accessing one narrow form of content.
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#40 May 16 2013 at 2:48 PM Rating: Excellent
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Lyrailis wrote:

2). I tested XIV back when it was in Open Beta. Much like FFXI (even moreso than XI) it all looked like a confusing mess, you had complicated systems that didn't seem to make sense, crafting looked as "bloated" as ever (you can't just grab some ore, smelt it and make a sword... no you need the ore, smelt it into bars then you need leather to make the wraps for the grip, you probably need a gem for a pommel stone, then you need to get some stone for a grinding stone, blah blah). Now, I realize they could have changed that since Beta, but.....
3). I don't really have TIME for another MMO.

So in light of the 3 points I pointed to above, I don't foresee myself quitting a game that I am already enjoying quite a bit (WoW) to go to a game I might or might not enjoy (given the history of the company making said game) just for a crafting system.

SE has... not performed well in my mind/opinion. Blizzard, on the other hand, has taken WoW to new levels of small-group friendly and/or added very awesome tools (LFR) to find groups for you without the need to sit in town shouting for groups, or throwing a flag up and HOPING someone finds you by a search sometime today. I have very unfond memories of spending hours LFG and logging off without getting anything whatsoever.

FFXIV would have to have the same type of systems (LFD/LFR/Automated LFG Matchmaking) for me to even consider trying it.


....damned NDA. The TOTALLY NEW FFXIV-ARR will be going into Phase 3 (PS3 testing) of the closed Beta in a few weeks. Open Beta will commence directly after that. I strongly encourage you to give the Open Beta a shot. Smiley: nod
#41 May 16 2013 at 5:12 PM Rating: Excellent
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Lyrailis wrote:
Quote:
I wouldn't say the Ranch is awesome. It gets tedious far too soon and many people I know (me included) have stopped doing it entirely because it's so much nofun. At some point a few months past I read about the planned (and needed) oberhaul of FFIV. The part about the new profession system was extremely intriguing. I don't remember enough details and can't find a link, but if I stumble across it I will post it here. (Or maybe someone other than me can expand on this.) It sounded really great. But also it sounded like something that would be almost impossible to implement in WoW.


To each their own, I still enjoy Sunsong Ranch daily, on multiple characters.

Face it, planting 16x Windshear Cacti (taking 5 minutes to do so) and then logging on the next day to pick&plant is far, far, far better than mindlessly killing humanoid mobs for hours.

Same goes for planting Raptorleaf seeds. I'd rather take 5min to plant Raptorleaf plants and then log on next day to get 50-55 leather and possibly a Mag. Hide than to go out and kill&skin 50 mobs.

Also, the Snakeroot seeds are good too; you always get 16 trillium every day. Try looking for 16 trillium ore the old fashioned way, it'll take you a lot longer than 5 minutes of work.

The farm is a very awesome alternative to mindlessly killing/grabbing nodes.

Also, I very much enjoyed the Tillers questline and becoming a Master of the Ways on my main. That was quite fun.


As you say, to each their own. But, in my opinion, this is exactly one of the big problems with WoW over the course of its development. Immersion is sacrificed for the sake of convenience.

Yes, I get it. It gets old farming mats in the world. But, to me, farming enchanting mats, or ore, or cloth from a plot of ground in Sunsong Ranch is just not immersive. It's a gimmick to keep people playing that don't want to be bothered with actually, you know, playing the game. If it's really that much of an inconvience to get out in the world and interact with it, perhaps you've outgrown the game.

I don't intend this to be a slam on you Lyrailis, your post just illustrates something I think has been a steady downward trend in the game for a long time. Convience trumps immersion.

As for the farm itself...I got bored with it really quickly. It's not fun. Fighting stupid beasts over and over just when I just want to plant something or clear a plot is totally irritating, in my opinion
#42 May 16 2013 at 5:33 PM Rating: Good
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idiggory, King of Bards wrote:
...tldr

The philosophy that every skill has to be useful for all content is really a BAD one. That's why every stat and the talents have been so reduced to insignificance. And it's been necessary because there is no diversity in the content available. All their resources go into maintaining their vertical content system, and it leaves very, very little room for horizontal expansion at all. And that's a serious issue with the game.

If you want a world where endgame is extremely limited in scope, then yes--a skill system like this won't make sense. But in reality, skill systems in general just don't make sense, because everything will always come down to the cookie-cutter system. Because everyone is only interested in accessing one narrow form of content.


Just kidding on the tldr part. I read it all. I agree with you and really enjoy a lot of your recent posts in this of discussion. You are able to put into words, quite effectvely, what I think/feel, but can't quite organize into a coherent post.

The homogenization of classes and skills is a good illustration, in my opinion, of exactly what you're talking about. Yes, needing a specific class/spec combo for a fight could be a pain in the ***, but it was also cool to have more unique characters that didn't just feel like everyone else.
#43 May 16 2013 at 6:27 PM Rating: Good
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I think it's important to note that I'm not advocating one system as better than the other. I think I personally prefer horizontal content systems, but I think there's plenty of room in the market for both (and those in between). What's important is that these games are well-balanced, well-designed, well-supported, and well-advertised.

It's fully possible that there is a substantial population of gamers out there that are only interested in the kind of game where you are constantly vertically progressing through a single type of content. And I think that's absolutely fine - the point of a game is for people to have fun, and people who only enjoy one form of content shouldn't be forced to play others. That said, I don't think it's wise game design to try and please everyone.

I also think, due to the increasing popularity of games like Skyrim and EVE, as well as the excitement around FFXIV's and TSW's (and to a lesser extent, RIFT's) skill systems before those games had their atrocious launches, that there's clearly a market for the alternative. There just isn't a solid option in the fantasy rpg mmo genre yet. FFXI is the closest we have, and it's not realistic to label it a competitor.

I feel like both are viable from a game design standpoint. What I don't think is that a vertical progression system is going to work with a horizontal content system (a la FFXI), or that a horizontal progression system is going to work with a vertical combat system (a la some game that uses WoW's approach to gear, stats and leveling but doesn't use level-cap jumps).

Like everything, it just comes down to good design and innovation. And that's something the MMO genre has been desperately lacking the past 5 years or more.
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#44 May 16 2013 at 8:18 PM Rating: Excellent
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Vorkosigan wrote:
Lyrailis wrote:

2). I tested XIV back when it was in Open Beta. Much like FFXI (even moreso than XI) it all looked like a confusing mess, you had complicated systems that didn't seem to make sense, crafting looked as "bloated" as ever (you can't just grab some ore, smelt it and make a sword... no you need the ore, smelt it into bars then you need leather to make the wraps for the grip, you probably need a gem for a pommel stone, then you need to get some stone for a grinding stone, blah blah). Now, I realize they could have changed that since Beta, but.....
3). I don't really have TIME for another MMO.

So in light of the 3 points I pointed to above, I don't foresee myself quitting a game that I am already enjoying quite a bit (WoW) to go to a game I might or might not enjoy (given the history of the company making said game) just for a crafting system.

SE has... not performed well in my mind/opinion. Blizzard, on the other hand, has taken WoW to new levels of small-group friendly and/or added very awesome tools (LFR) to find groups for you without the need to sit in town shouting for groups, or throwing a flag up and HOPING someone finds you by a search sometime today. I have very unfond memories of spending hours LFG and logging off without getting anything whatsoever.

FFXIV would have to have the same type of systems (LFD/LFR/Automated LFG Matchmaking) for me to even consider trying it.


....damned NDA. The TOTALLY NEW FFXIV-ARR will be going into Phase 3 (PS3 testing) of the closed Beta in a few weeks. Open Beta will commence directly after that. I strongly encourage you to give the Open Beta a shot. Smiley: nod



I could try it I suppose.

Hopefully the patcher/installer actually works this time and I don't have to download it via uTorrent this time lol.

One thing I really miss from FFXI is the whole cat-girl thing. Draenei are cool but... I miss my Mithra and the XIV version kinda looked cool too, I forget what they were called. Didn't play it long enough for the name to stick.

Edited, May 16th 2013 10:20pm by Lyrailis
#45 May 17 2013 at 9:15 AM Rating: Decent
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Here's how I look at it. You've played the game since 2004, as I have too, thats 9 years of your life put into a game, of course its going to get old for you, I mean heck, look how far call of duty is, when wow was released they were only on the 2nd call of duty. There is noone who can say that any mmo did it better, look at subscriptions. They do prove that wow is by far the most successful game ever, there has never been a game that has sold as much or made a company as much money as wow.
#46 May 17 2013 at 9:17 AM Rating: Decent
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Heck name any other game thats made over 20 billion dollars in its lifetime
#47 May 17 2013 at 9:19 AM Rating: Excellent
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Streikes wrote:
They do prove that wow is by far the most successful game ever, there has never been a game that has sold as much or made a company as much money as wow.
If you ignore Mario.
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#48 May 17 2013 at 10:27 AM Rating: Decent
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lolgaxe wrote:
Streikes wrote:
They do prove that wow is by far the most successful game ever, there has never been a game that has sold as much or made a company as much money as wow.
If you ignore Mario.


A lot of Mario titles came with the initial purchase of the system. I know that was the case with the NES and SNES, but don't recall if that was the case for the N64.

WoW is a cash cow based on the monthly subscriptions, cash shop, and character services, but I don't think it would rank anywhere near the top 10, maybe not even 20, as far as best selling. Furthermore, would the expansions figure into sales numbers or not, being that they're not stand alone titles. With Mario it was just the cartridge, no expansions.
#49 May 17 2013 at 10:33 AM Rating: Good
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No one is arguing that WoW wasn't a good game, or that WoW's systems are terrible. I'm arguing it's about time someone developed a game with meaningful horizontal progression, as I believe there's room in the market for one (and that people are burned out on vertical progression systems, as it's all they get nowadays).

But it's also somewhat absurd to imagine that WoW was successful because it was innovative, or because it was intrinsically better by a huge margin than all other games available at the time.

WoW was launched by a developer who already had a lot of notoriety into a relatively new MMO market, relative to the size of the population aware of it, as an expansion onto a game series that was already extremely popular. I mean, WC3 sold over 1 million copies in the first week. WC3 came out in 2002, TFT in 2003, and WoW followed in 2004. It's difficult to imagine a more perfect timeline for a product range, from a marketing perspective.

WoW also launched at a solid point in the MMO timeline. Enough games had already come out that there was a decent awareness of what was generally working or not working, and WoW managed to have slightly more polish than its competitors. It wasn't amazingly polished comparatively - nothing like the difference now. But enough that it was easy to transition into.

And that was its other major feature. It was generally accessible. Not endgame, of course. Endgame wasn't all that much more accessible than FFXI's (and leveling to cap actually was a feat). But the game itself wasn't super deep. It still had plenty of blocking features, like weapon skilling and poor balance, but it was solid.

Overall, WoW was a solid effort launched at the perfect time. And I don't say that to discredit Blizzard's accomplishments at all. WoW was made accessible by very, very wise marketing and development from that point on. But the vast majority of players joined WoW during TBC, and expansion continued into Wrath. Cataclysm reversed that trend, and MoP accelerated it.

And that brings me to the most important point: You REALLY can't argue sales as support for a vertical progression system when discussing WoW, for 3 major reasons:

1. The vast majority of players couldn't access content, period, in vanilla. Raiding required you to reach cap, run dungeons and build a raiding set (fire resist HO!), be a non-useless class (loldruid), get 40 people together, and be able to invest a ton of time in actually raiding. And gold was hard to come by back then, so raiding needed to be supported by a lot of time spent farming. It took a long time to access content, and a long time to progress through it. Most people who raided (distinct from "Raiders") were still on Ragnaros when BC was announced.

2. Because we are talking about the effect of a vertical content system on the perceptions of progression, you can't just look at success and call it a day. If most of the expansion happened in BC, then by the time those players left at the end of Wrath, they had only faced the reset once. We don't have any information on how long current subscribers joined WoW. Has WoW been sustaining high sub numbers by roughly matching the ubsubs with new subs? If they lose a ton of players each expansion just to replace them, it's something we can use for the sake of vertical progression. If, on the other hand, those are all players who joined for BC and have played since, then it's looking a lot better.

Cata makes this even more difficult, as they've had BIG pushes in marketing towards new players with both those expansions, Cata in particular. Who knows how successful those were.

As we don't have that info, we realistically can't use it as proof either way.

3. WoW's dominance still can't count as proof in the vertical vs. horizontal debate, because no horizontal competitor has yet to launch. For all we know, 70% of people playing WoW would REALLY prefer something else, but are settling. Or maybe none of them would.

We have no way of knowing, because we don't have that data.


Statistics are only useful relative to context. WoW's sub numbers can tell us its a successful name, they tell us Blizzard did many things right, they tell us a lot of people, in general, enjoyed the game, they tell us that WoW dominates the competitors from a consumer perspective.

What they don't tell us is anything about game design.
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#50 May 17 2013 at 10:39 AM Rating: Excellent
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lolgaxe wrote:
Streikes wrote:
They do prove that wow is by far the most successful game ever, there has never been a game that has sold as much or made a company as much money as wow.
If you ignore Mario.

I can't find numbers for Mario, I has google fail... Smiley: frown

Best I could do:

Linky

Linky

One doesn't have $$$ amounts, the other isn't adjusted for inflation.


Edited, May 17th 2013 9:40am by someproteinguy
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#51 May 17 2013 at 10:52 AM Rating: Good
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ACLinjury wrote:
A lot of Mario titles came with the initial purchase of the system.
That's misleading. Those titles that came with the initial system purchase also cost roughly $50 more. You weren't getting the game for free in any sense of the word. Second, my argument is simply that Mario has been pulling in money pretty much hand over fist for Nintendo for more than three decades. If you want to argue "WoW is by far the most successful game ever," then you have to take that into account. World of Warcraft has sold merchandise like cards, clothes, toys, and expansion packs. Mario 1 has sold merchandise like cards, clothes, toys, and sequels.

Depends where you draw the line I suppose.
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