Dungeons and Rewards - What ArenaNet can learn from Blizzard, of all people
in Suggestions
Posted by: Agent Noun.7350
The problem. Right now, explorable dungeons are hard. They should be. This, I believe, is good. The problem with this is that their rewards are locked behind a staggering number of runs. In general, you won’t get anything particularly useful or rewarding out of a single run of any given explorable mode dungeon; the things you want require large quantities of tokens, and tokens are all you’re really getting, aside from lackluster mob drops that you might be able to salvage an ecto from. In short: Guild Wars 2’s endgame PvE experience leans too heavily on long-term rewards without offering short-term “milestone” rewards along the way.
Where Blizzard made the same mistake: Diablo III. If you haven’t played Diablo III, know that its “endgame” experience suffers from a similar problem. Once you reach max level and begin playing Inferno mode—the game’s hardest difficulty—your efforts no longer feel rewarded. Item drops that are actually useful to you, and worth more than simply salvaging them or attempting to sell them on the auction house, are so far between that players generally give up on ever seeing them. The goal changes from “grind for something I can use” to “grind for coins (tokens) that will eventually get me something I can use.” Many players found this much less satisfying.
Where Blizzard avoided this mistake: World of Warcraft. Say what you will about World of Warcraft: Blizzard made a successful game. While I think Guild Wars 2 is a much better game, it can learn a few things from WoW’s formula. WoW has done very well in offering both short-term and long-term goals for its players. Hardcore players can run 25-man raids and grind for rare mount drops, while more casual players can earn smaller rewards by completing smaller tasks. It keeps a wider variety of players actually playing the game and has earned Blizzard tons of money. Whether the base game is good or not—and I maintain Guild Wars 2 is better—something can be learned from that reward structure.
My suggestion. You know what ArenaNet could also learn from?
Themselves.
Specifically, the reward structure in the original Guild Wars offers solutions to the endgame reward problem Guild Wars 2 has. In Guild Wars, you’d often be rewarded with a unique item—usually a weapon—in exchange for completing something long or difficult for the first time. It feels good to get that unique weapon, even if it might not have the exact inscription or upgrade you want on it. It’s nice to be rewarded. Later in Guild Wars’ lifespan, players could also count on having enough tokens to acquire an Oppressor weapon from the War in Kryta quests, for example. A single run was enough to get some reward.
So how can this be carried over into Guild Wars 2?
Offer a meaningful, memorable reward the first time a player completes all paths of an explorable mode dungeon, and then continue offering tangible rewards after.
A specific example of what I’m talking about: what if a player received an achievement chest the first time he or she completes all paths of an explorable mode dungeon? This chest could work similarly to the ones you get for 100% map completion: you get a stack of valuable crafting materials, possibly something from the gem shop, and then equipment. My suggestion would be to offer a token in this chest that can be redeemed for one of that dungeon’s weapons.
Yes, I know. These weapons cost a lot of tokens right now. I’m suggesting that a player should be awarded one of them, of his or her choice, for completing all paths of an explorable dungeon for the first time. This would give even casual players a very real, very tangible motivation to at least attempt to complete every path of an explorable mode dungeon, and hardcore players will likely want to grind for more than one such weapon to compliment the dungeon set they’re also working towards.
After this, I think that explorable dungeon runs should offer some sort of loot bag at the end that has a chance to contain rare crafting materials, perhaps ectoplasm, and a small chance of a piece of exotic-quality equipment. This way, you’re not doing dungeons just for the tokens: you’re also getting other, smaller rewards along the way that make you feel good.