Chris I believe mentioned Final Fantasy Tactics as an example of horizontal progression that he liked. You would have to get a certain combination of jobs (think GW2 professions) to a certain level to unlock a new job. A level 10 cleric and a level 10 fighter would make Mage an available job. Once this class job became available, you could create a new character with that job. You could also switch an existing character to that job. Each job had skills that you would have to level up. Once you learned a skill in a particular job, you could in some limited way equip some of the skills that character learned form the Mage job, while you character was a cleric.
Building on that train of thought, there is a direction I’d like to explore as it pertains to the two extremes of players GW2 has. The player that spreads out his play time over many characters and the player that focuses on one character. The player with many characters has already progressed horizontally. The player with one character is in need of growing vertically. The players that tend to spread out amongst many alts are likely veterans of the original Guild Wars, while generally speaking the player with one character as a main is likely conditioned by previous MMOs that you pick one due to vertical progression. There are expectations that each end of the spectrum has. The horizontal people expect all of their characters to feel like heroes so bristle at the though of trying to gear each with the ascended tier. The players with one character are fine with it.
We need to get the other MMO vets to think horizontal as well as the vertical they are used to. You wanted to make a horizontal game without being “grindy”. You built the game, what you didn’t do was give the MMO crowd you brought in a reason to think horizontally. They aren’t used to that. They needed an incentive that wasn’t really there. They are used to focusing on the vertical.
The details of this aren’t important, just a sense of the framework that ties back to Final Fantasy Tactics jobs. What if each unique race, profession, and order combination could learn an ability or two from their Order mentor. For example, a Charr warrior in The Order of Whispers. By the time Claw Island comes around, this character has learned “Arms Training” with is an ability that grants +5% critical damage. If that Charr Warrior had joined the vigil, he would instead learn “Strength Training” +5% damage. The abilities would be learned from your mentor, but would not reach full power until the character hit level 80. In addition to this, if you finish the personal story in Arah, you would receive your Pact Token, and would receive some form of non-combat ability. Something like 10% reduced WP costs, 10% merchant discount, 10% better salvage rate, etc… You’d get to pick one.
These abilities would become account bound. Once learned, maybe two of these account abilities could be equipped on any other character in your account. The training your warrior received was passed on to your elementalist. If you wanted a character to have both 5% damage gain and 5% crit damage gain, you need to level two characters to learn both. But then could equip both on one character.
I think this would encourage players to play races and professions and join Orders they have not played. It leverages the existing content, and it is vertical progression for your other characters as well as being horizontal. The gist of the idea is horizontal progression that rewards vertical progression for other characters.
You could apply this to crafting as well. Norn weapon crafters might give weapons they craft +5% chance to chill. If they were and Armor crafter -10% chill duration.
The crafting profession themselves could give bonuses to other crafters. For example, there might be 3 schools of armor design. Fashion, functional and efficient. Once a character reaches 500 in crafting they pick one and it becomes account bound so that other crafters can gain the benefits. In this example, fashion design might be the ability to hold more than one skin. Functional might let you add insignias for stat swapping, and efficient might lower the required materials to craft.
The end goal, reward vertical progression for horizontal progression.
More characters played means more opportunity for boosters, level 20 scrolls,
character slots, storage and skins to be sold from the gem store. Players that want vertical progression get it by spreading out. If someone likes only warrior that is fine, there are 15 variations of race and order for a warrior.
This would also get players back out in the world. You can’t keep moving the goal posts on gear. You can’t keep adding new zones every month or two. What you can do is rub peoples faces in all of the content you’ve already created and let them vertically progress for doing it.