When
GW2 arrived back in late summer of 2012 it sought to bring a number of new concepts to the MMO table. Two in particular attempted to address shortcomings perceived to have dogged the leveling process in earlier MMOs.
First there was the supposed problem of inverse progress. In most MMOs the early levels pass in a blur, things come into focus in the mid-levels and finally everything goes into slow-motion for the final grind to cap. Level five might take ten minutes, level thirty ten hours, level 80 a week. GW2 attempted to solve this inequality with something occasionally referred to, somewhat oxymoronically, as the "flat level curve".
According to Isaiah Cartwright on the ArenaNet Blog back in 2010 (long-vanished from the official website but handily preserved
here) the idea was for every level to take roughly the same amount of time. Discounting the tutorial and possibly the very first few levels, the intended time-per-level all the way to 80 was planned to come in around a couple of hours or so, as evidenced, albeit with some interrogative fudging, in this Cartwright quote: "
...it takes about the same time
to go through each level. It’s pretty simple; if we expect you to level
up every few hours, then why shouldn’t it be that way all through the
game?".
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| Is ectoplasm flammable? I hope not... |
The second dragon to be slain by the sword of the new paradigm was wasted sub-cap content. One reason for the years-long development cycle of triple-A MMOs is the immense amount of artist and designer hours it takes to create the topography and activity that makes up the virtual world. Games that attempt to control costs by launching with restricted leveling paths and minimal low and mid level zones risk taking a serious PR hit in terms of predicted re-playability.
Rift would be an example.
The Catch-22 has long been this: you need to come out of the gate with a big, sprawling open world or MMO players won't take your game seriously. The established games that make up your competition have had years to build up portfolios of zones numbered in the dozens or even the hundreds. At the same time, you know that a few months after launch almost no-one will be using any of your expensive zones other those at the beginning and the end of the level curve.
MMO fashion has already moved on in just the couple of years since ANet thought they'd found a solution. If they were making GW2 now no doubt we'd be reading all about their marvelous procedural processes and emergent AI. Back then, though, the buzzword everyone was using was "Dynamic" and along with Dynamic Events in a Dynamic world they gave us
Dynamic Level Adjustment.
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| I know Charr are big cats but this is ridiculous |
What that meant in practice was that your character would never outgrow a map. A level 70 passing through a level 25 area would be seamlessly re-calibrated to match the level of his surroundings. If an event popped he could jump right in without either spoiling things for the natural lower-level players around or wasting his own time. He'd be challenged as though he was still 25th but he'd gain xp and karma appropriate to his actual level. All maps would therefore remain attractive to all levels forever.
That, at least, was the theory. Very quickly, however, it became apparent that most level 80s weren't interested in doing level 25 content for the fun and the challenge. They hadn't leveled all the way to the top just so they could drop back down to the bottom again and futz around there forever. They didn't need the xp, there were better ways to get the Karma and, with the possible exception of crafting mats, they had no use for the level 25 loot.
ANet attempted to make the idea more attractive by changing things so that loot dropped based on the character's actual rather than dynamic level, but even so it turned out that most players just weren't all that interested in revisiting maps they'd "done" (unless, of course, there was a hefty bribe, a nice, fat loot pinata like The Shatterer, say, or a no-effort, goof-off Champ Train).
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| Go fer yer guns, Black Jake! |
This history was flitting through my mind on and off yesterday as I leveled my new Guardian from five to fifteen, a thoroughly absorbing, entertaining and satisfying experience but one that made me wonder, possibly for the first time, whether the Flat Leveling Curve and Dynamic Level Adjustment may not be such great ideas after all. It's a thought that surprised me because they were two of the pre-launch concepts that most attracted me to GW2 in the first place and which, I would have said until now, had served me well as a player.
In brief, what happened was this: my character developed. In the course of Easter Sunday, from early afternoon until around midnight, she acquired and learned how to use eleven types of weapon, trained in six of the eight tradeskills, made herself food, weapons and full sets of armor at level five and again at level ten, acquired and spent half a dozen skill points and gained, often at considerable risk and with considerable effort, Map Completion for Plains of Ashford.
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Or you could go to WvW to bank, respond to a Map Call to Hills and end up level fifteen at 3 a.m.
That works too. |
That done, she stood back to take a look at herself. She saw a well-rounded, well-equipped adventurer; level twelve with plenty of room to improve. While I'd strongly prefer that all her weapon skills weren't finished just because opening them is a lot of fun and getting it done so fast feels a bit like eating all your Easter Egg in one go (something else I may or may not have done yesterday) but that's a minor regret. All the rest of the pleasurable process of developing and improving that character remains before me.
By implication, therefore, at 80 it will lie behind me. It will have been done. Being able to roam the world, a faux-ingenue, her orange exotics temporarily sprayed mastercraft green, her punches perforce pulled, simply cannot be as satisfying. It can be
fun, yes, but fun only takes you so far.
The counter to this is to make a stream of characters, which is what I have done. But the trip to cap in GW2, even if you try to slow it down, takes no more than three or four weeks. Even leaving aside the cost of new slots, just how many characters can one person play?
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| Baby's First Maw |
Perhaps after all it would have been preferable to have at least a modified version of the usual, unbalanced upward curve. Perhaps "completing" a map should take a few days, not a few hours, even for ANet's very specific value of "Complete". Perhaps it would be better to take a few months rather than a few weeks to climb the ladder to the roof. Perhaps by then all those maps might look fresher and more inviting to re-visit.
Or perhaps not. Perhaps I'd be complaining of the grind and the tedium and couldn't we just cut to the chase. Well, I probably wouldn't but very many would. Replayability is not an easily-solved problem for MMOs and it turns out that ANet didn't have the magic wand they thought they did, but still, GW2 makes a better go of it than many.
Whether the current fix will make the journey more compelling or more off-putting remains to be seen. At the moment I'm more open-minded about it than I expected. Fifteen levels have flown by even though I've been trying to take things slow and steady. So far I don't see any evidence of gameplay or design decisions likely to make a brand new player log off in frustration or boredom, never to return. The implementation may be iffy but it's possible the conception may yet be sound. And even if it's not I'm very happy I decided to go find out for myself.
Next up, Diessa Plateau and the Megaserver Experience: Greatest Hits or that Difficult Second Album?