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Do we still need levels? #GuildWars2

6 Comments/ in MMO / by Kemwer
February 7, 2013

A cou­ple of weeks ago I finally crossed the first big thresh­old on Guild Wars 2, and reached level 80 with my first char­ac­ter, my Charr Ranger. It was nice to finally get there, but… well, am I alone think­ing that reach­ing level cap on this game feels like an non-event, com­pared to other MMOs? Mrs. K told me the same thing when she got there (before me), and that got me think­ing: what makes finally reach­ing the End Game® on Guild Wars 2 feels so ordi­nary and banal?

The answer is pretty sim­ple: lev­els not only don’t mat­ter, but they actu­ally detract from this game. Think about it, if you have reached level 80, what did change to you? Now you can play the game on the order you wish, explore every area with­out get­ting wor­ried about what Heart should you do first, the only direc­tion that mat­ters to you is “that one, because I want to see what is there”.

Guild Wars 2 is a game that begs to be explored at your own pace, but the level car­rot keeps push­ing you towards other areas you don’t nec­es­sar­ily want or need to go. Heart ven­dors keep remind­ing you that you’re mov­ing too slow when you out-level areas, reward­ing you with items no longer ade­quate for your cur­rent level. Your Per­sonal Story bounces back and forth between feel­ing too easy or too hard, when you respec­tively out­paces it or lag behind it, and it’s a con­stant reminder that the game wants you to be some­where else. Dun­geons send you mail to tell you when its time to start with them, but are not really ade­quate to go after until you’re done with the lev­el­ing game, because while the story can be inter­est­ing for some, many play­ers only care about the gear you can acquire, but that require a mas­sive farm­ing effort that doesn’t fit next to the lev­el­ing metagame.

The irony is that once you’re done with lev­el­ing, you can finally play the game the way it feels like it wants to be played, and aside from the out-leveling of Heart/Karma Ven­dors men­tioned about, there’s not a sin­gle part of the game that suf­fers from it. Which begs the ques­tion: why wasn’t the game designed like that from the start?

Pic­ture this ver­sion of Guild Wars 2:

  • There are no char­ac­ter lev­els, but you still gain XP the same way it exists now at level cap.
  • Every time your XP bar fills up, you gain one skill point. You can also gain skill points through skill chal­lenges, as it exists on the game.
  • You will not gain trait points until you buy a trait book from your trainer. It would cost a price that any rea­son­able player could acquire after a few lev­els, to make sure they under­stand basic game­play con­cepts before mess­ing with traits. “Hard­core” play­ers or those cre­at­ing alts could eas­ily get the nec­es­sary amount ear­lier, even up to level 1, avoid­ing the “forced tuto­r­ial” trap MMOs tend to fall to.
  • Over­all mob dif­fi­culty remains the same on every area. Areas can be made more dif­fi­cult by hav­ing more Vet­er­ans, larger groups, or mobs using stronger skills, but killing one crea­ture doesn’t feel ter­ri­bly dif­fer­ent between, for exam­ple, Queens­dale to Orr.
  • Per­sonal story would not have a level require­ment, play­ers can do each step when they want, be it wait until they have 100% World Com­ple­tion, or do the entire sto­ry­line before they unlocked 10 skill points (how­ever sui­ci­dal that might be). The story becomes a way to help play­ers expe­ri­ence the world by sug­gest­ing next loca­tions, instead of telling them what area is ade­quate for their cur­rent level. Dun­geons would work the same way. Option­ally dif­fi­culty rec­om­men­da­tions could be given to play­ers based on how many skill points they now have.

Ben­e­fits of this design are plenty: play­ers would no longer out-level con­tent, and by con­se­quence feel forced to stop explor­ing to keep up with areas of their level. Play­ing with alter­na­tive con­tent wouldn’t make play­ers level faster than the rec­om­mended level for their main con­tent type (I won’t explore the map so I don’t out-level dun­geons; I won’t craft so I don’t out-level the Per­sonal Story, etc). Adding new areas to the game makes them instantly avail­able to all play­ers regard­less of how long they have been play­ing, and doesn’t require adding new lev­els or mak­ing pre­vi­ous con­tent obso­lete, i.e. the curse of World of War­craft expansions.

I think the worst part of com­ing to this real­iza­tion is notic­ing how obvi­ous it is, and how baf­fling it is that con­sid­er­ing how easy it would be to imple­ment it on the game, with little-to-no down­side, Are­naNet decided not to do it, or worse didn’t real­ize they could do it. How­ever, if you think I’m miss­ing some prob­lems with this design, please let me know on the comments.

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Tags: ArenaNet, design, difficulty, dungeon, endgame, exploration, Guild Wars 2, level, MMORPG, personal story, PvE
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Comments

6 Responses to Do we still need levels? #GuildWars2

  1. Rakuno says:
    February 7, 2013 at 4:51 pm

    Agreed. The only rea­son I could jus­tify lev­els in a game like Guild Wars 2 would be to give some direc­tion to peo­ple and serve as a sort of gate-lock so peo­ple don’t do stuff that the devel­op­ers would con­sider too hard for a new­bie (like some of the more tricky dungeons).

    Still it does feel like a very weak rea­son­ing and why they went with it despite that is beyond me.

    The other rea­son I could think of is “because RPGs have char­ac­ter lev­els”. Which is even a more silly and weak reasoning.

    I think Guild Wars 1 also had sim­i­lar prob­lems as the game didn’t feel par­tic­u­larly dif­fer­ent once you reached the cap. And that only had 20 lev­els too.…
    Rakuno recently posted: [Guild Wars 2] Ran­dom Thought: What would hap­pen if…My Profile

    • Kemwer says:
      February 7, 2013 at 5:06 pm

      Exactly, on both cases it sounds like an “but all games work like this” expla­na­tion that sim­ply doesn’t make sense con­sid­er­ing how far the game goes into break­ing stan­dards from the genre.

  2. Jeromai says:
    February 7, 2013 at 10:07 pm

    I’ll tell you why it’s a bad idea. Com­plete unfa­mil­iar­ity to peo­ple used to the WoW way of doing things. With no level-breadcrumb guid­ance and a shal­low stan­dard of com­par­i­son (“lol, Guild Wars has 20 lev­els, WoW has 80!”) they’ll quit the game with­out ever learn­ing to appre­ci­ate alter­nate ways of doing things or worse, dis­miss it with­out try­ing. (The font size sim­i­lar­ity of the com­bat pop­ups is unlikely to be an acci­dent, imo. It has to feel famil­iar at first to bring peo­ple some­where different.)

    On a more gen­eral note, lev­els help to solve the dilemma of over­whelm­ingly way too many choices in a sand­box game, which can lead to choice paral­y­sis and not doing any­thing at all, which may lead to quit­ting the game. If all the areas were open to you at the start, where would you choose to go?

    Where will the bulk of the pop­u­la­tion be at any one time? Think they’ll go explor­ing organ­i­cally? I think it more likely that a major­ity will end up camped at the most opti­mal xp pro­duc­ing spot they can find.

    That said, you are right in that lev­els are essen­tially mean­ing­less for the GW fran­chise, beyond pro­vid­ing direc­tion and the feel­ing of pro­gres­sion. That was their point by set­ting GW1 at max level 20 — the game still went on and held play­ers through story/area pro­gres­sion. But I do think some peo­ple weren’t com­fort­able with the shal­low cap and that’s prob­a­bly why they addressed that with the arbi­trary level 80 cap in GW2.

    They did do some­thing very inter­est­ing with lev­els in GW2 still, though. The xp curve isn’t. It’s not expo­nen­tially harder to get to the next level the higher you go. With that, I think they got their point through in the end, that a max level is quite arbi­trary. As play­ers accu­mu­late 200+ skill points beyond level 80 for their leg­en­daries and other stuff, they may pos­si­bly come around to the “lev­els are some­what mean­ing­less” per­spec­tive after all.
    Jero­mai recently posted: GW2: Liv­ing the Liv­ing StoryMy Profile

    • Kemwer says:
      February 7, 2013 at 11:01 pm

      While I do appre­ci­ate your point of view and can see where you’re com­ing from, I dis­agree com­pletely for three reasons:

      1. It’s unfa­mil­iar to WoW play­ers: that was the exact same rea­son why many said GW2 shouldn’t have done things like remov­ing the com­bat trin­ity, mak­ing the level pro­gres­sion lin­ear, replac­ing quest givers with dynamic events, and so on. That did not stop Are­naNet from work­ing on those inno­va­tions, and Guild Wars 2 is a much bet­ter game because of it. If some­thing isn’t bro­ken, don’t touch it… but if it is bro­ken, we shouldn’t keep it bro­ken just because peo­ple are used to it like that. MMOs can do bet­ter than WoW, and devel­op­ers should rel­ish the oppor­tu­nity of get­ting away from old mechan­ics if they can come up with some­thing better.

      2. It would over­whelm play­ers and halt explo­ration: explo­ration direc­tion is not being given by the pres­ence of lev­els. Guild Wars 2 already suf­fered from this prob­lem when the con­cept of dynamic events first was imple­mented, and that’s why they cre­ated Hearts as points that con­cen­trate events allow­ing play­ers to find them more eas­ily, and Scouts as guides to what hearts are avail­able to play­ers. From that point on, hav­ing lev­els or not is mostly irrel­e­vant since there are more hearts than what would be nec­es­sary for a lin­ear pro­gres­sion, which is what moti­vates play­ers to start explor­ing. And as I said on the post, your per­sonal quest can be the most direct com­pass to where you should go, in case you need directions.

      If any­thing, lev­els on a game such as Guild Wars 2 only make the prob­lem of explo­ration worse, since they pro­vide the infor­ma­tion “YOU ARE ON THE WRONG PLACE” every time you find your­self on an area with mobs of a dif­fer­ent level. There is no real explo­ration if you need to con­stantly check your map to see if you can go some­where or not.

      Addi­tion­ally, the suc­cess of games such as Skyrim show that let­ting play­ers roam free does not detract from the expe­ri­ence once you remove lev­els from the equa­tion. Yes, I know that Skyrim has char­ac­ter lev­els, but they don’t influ­ence where you can or can­not go, only the pro­gres­sion of the char­ac­ter itself. Explo­ration on Skyrim is directed very lightly by your quests, but most of the time play­ers just go in any direc­tion they want. Since on GW2 max level is, as you men­tioned, mostly arbi­trary since down-leveling keeps con­tent always chal­leng­ing, lev­els could be eas­ily be detached from explo­ration (no lev­els for areas or mobs), or removed com­pletely the way I described on the post.

      3. Play­ers will try to find opti­mum spots for farm­ing: yes, except that is already true on Guild Wars 2, and the changes I pro­pose would not change the opti­mum path for pro­gres­sion. Events are what the devs want you to try to do to level, and by good design choices they are also the most effi­cient path. I see no rea­son to change that.

  3. Nobody says:
    February 25, 2013 at 3:34 pm

    i agree and so does this “lit­tle known” indi­vid­ual, at least in a gen­eral sense.

    http://www.youhaventlived.com/qblog/2013/QBlog180213A.html

    • Kemwer says:
      February 25, 2013 at 3:57 pm

      Yeah, that’s pretty much the same point of view. His solu­tion might be slightly dif­fer­ent, but he’s look­ing from a gen­eral MMO design point of view, while I’m look­ing specif­i­cally at Guild Wars 2.

      Thanks for bring that to my attention.

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