The End Game Debate
Many players, like myself, are very concerned about the current state of the end game in Guild Wars 2. This is blatantly reflected in the feedback which is already posted throughout the GW2 forums. Different players have different expectations as to what an appropriate end game experience should be. This post is meant to try to bring these ideas into a single, holistic look at the different approaches to end game as we know it. I’ll discuss some end game examples, with pros and cons. Then, I’ll offer suggestions for improvement with possible implementations. Please keep in mind, GW2 is still in its infancy as a newly released game. I love playing GW2 even with its faults and have high hopes for it in the future.
What is end game? I’ll define “end game” as: “What to do when you hit max level.” Why is end game important? At the end of the day, most mmorpg players want to feel like they’ve achieved something. They want to feel that their character is just a little farther ahead than the day before. In order to continue progressing your character after you hit the maximum character level in a game, designers have come up with different ways for the players to fill this basic need to grow or improve. I do not play much PVP. So, this post will be PVE focused.
Now let’s take a look at a few end game methodologies…
1) WoW & clones: Raiding and the gear treadmill. – a.k.a. vertical progression
First up, we have WoW and its clones. This type of mindset keeps the character chasing the proverbial “carrot” through leveling, grinding, raiding and what-not, to continually try to attain a certain elite power (gear) status. This status is often used as a measuring stick to grade a player’s expected performance and what content they are able to access. As an example. A raid leader may or may not allow a max level character to join a raid because of their gear numbers.
On the positive side of raiding. I feel that (like me) a good portion of mmorpg players actually like raids. They give you something to do. They CAN be lots of fun. They bring together a hopefully coordinated larger (10-20) group of people that have to strategically work together to achieve a common goal. They are also a great place to introduce new dynamic fight mechanics instead of the tried and true tank-and-spank.
In addition to raiding, this type of game will probably have achievements, mini-games, vanity items, titles, and other things to do to occupy your time… and appeal to you completionist types.
2) GW1: Skill focused, Collecting, and hard dungeons. – a.k.a horizontal progression
GW1 took a different approach from the gear treadmill by introducing the concept that a player’s skill should be more important they the clothes they wear. Instead of raising the level cap every time a new addition to the game was released, the designers decided to keep the max level at a flat 20. Level 20 gear was cheap to buy. The elite gear had the same numeric stats, but looked different.
So if everyone could get to level 20, and the gear had the same stats… how could a character progress? Well, the elite gears’ appearance gave a sense of progression. But more importantly, a player could theoretically improve his character by collecting different character skills, which are spread throughout the game. Experimenting with different skill combinations added to sense of character development with the possibility of creating something new and exciting.
In the place of raids, GW1 had hard (and hard mode) dungeons to test a characters skill and prowess. These dungeons did not require the 10-20 player coordination or social aspect of raids. But none-the-less, they we’re something for end game players to complete and achieve.
Along with skill hunting and harder dungeons, GW1 had its fair share of vanity items, collectables, titles, and other things to keep its players busy.
Sometimes I wonder what I’m doing here…