Dev Watercooler: Content for the casual 85

One of the weirdest statements that I have to make to many people who are new to the MMO genre is that "the game begins at 85." While we know that isn't factually correct, since there are 85 levels of content previous to hitting the magic number, it still makes sense from a "never-ending world" point of view. There is no end, so the game begins at the "current" end.
Fargo makes the case that all players are entitled to an epic storyline, engaging content, and a feeling of continual power growth. The new patch 4.2 Firelands daily quest hubs in the Molten Front and the Regrowth are tailor-made to hit these points and provide a personal, continuing experience for players who don't participate in the raid game. With dailies being randomized and your personal tree growing at your own pace, players are rewarded based on their efforts alone.
Personally, I like this direction for solo questing experiences. The Molten Front and the Regrowth seem like better, more advanced, and more evolved versions of the reputation grinds we were previously chugging away at to open up gear and other rewards, but with less of a "watch a bar go up" mentality. Here, we have engaging choices and rotating sets of random tasks that keep us coming back for more, all the while physically changing the world around us. Now we just need to care about the cause. I think Firelands is going to push us a good way forward in that regard.
Check out Fargo's first contribution to the Dev Watercooler series, after the jump.
As this is my first dev watercooler, I thought some introductions would be in order. I'm the lead quest designer for World of Warcraft, but many of you may already be familiar with my writing and webcomics under the pen-name "Fargo" from years past. To all my new and old friends: Hello! I hope to have the opportunity for more chats like this in between cramming our game full of epic experiences capable of melting your frontal lobes with pure liquefied awesome. (It says that on my business card.)
I'm 85. Now What?
World of Warcraft has a pretty big footprint: we try to create a world that appeals to casual and hardcore players alike. There's a whole body of players -- be they casual or solo gamers or serious gamers with time constraints -- who gravitate toward questing. It's the most accessible part of the game. Quests move you through cool locations, allow you to play through epic stories, and continually reward you without requiring a lot of practice or commitment. Not everyone has the time to raid, and not everyone wants to; for many players, quests are the whole game. A major thrust of the Cataclysm expansion, obviously, was to recreate much of the world to give players a more consistent, satisfying, epic questing experience as they level up.
But there's a problem with level-up questing, and it keeps me up at night. It has an end. When you hit max level, the rewards slow to a trickle. You don't get a comforting Ding! every couple of hours. You stop learning new abilities. From a solo progression standpoint, your character is in many ways "done," and you turn your attention to the other parts of the game (like crafting.)
For many players, the end is just the beginning. We've done a lot to provide serious players with ongoing progression in the form of dungeons, raids, and accumulating high-end gear for fighting bosses or PvP. But what about the player who just wants to keep questing?
Keeping the Rewards Coming
In the absence of gaining levels, there are still ways to reward players who want to continue questing or playing through quest-like experiences. Here are some things (there may be more) that might encourage players like this to stick around:
We've grappled with this problem before, and we'll continue to tinker with solutions. The Isle of Quel'Danas provided people with a great sense of progression, at least on a realm-wide level, and it sure felt epic. The Argent Tournament definitely gave players a sense of personal progress, as well as lots of fun toys.
But for patch 4.2, we really wanted to give players something. Something big!
Fight for the Firelands!
The Guardians of Hyjal are getting smart in patch 4.2. They're not just assaulting the Firelands with hardcore raiding guilds... they're attacking that place with everything they've got. That includes you, solo players! We've created a whole zone dedicated to daily questing. There are some 60 new quests in total -- that's about half a zone's worth of quest content. While the raiders are concentrating on taking down the likes of Ragnaros, you'll be securing the rest of his fiery domain.
There's also a story here, a chronicle of a vicious, knock-down, drag-out fight that begins in Hyjal and progresses -- over the course of weeks -- across the mountaintop and then into the Firelands themselves. Along the way, major characters are going to get rocked, you'll meet (and destroy) a few new villains, and you'll earn yourself a small heap of nice rewards. The druids are establishing a beachhead in a hostile world, starting with little more than a pile of rocks and ultimately erecting an enormous otherworldly base.
The progression is personal: you won't see it happen until you make it happen.
We want to keep that sense of progression going, not just over the course of weeks but on a daily basis. As you begin to unlock and upgrade your hub in the Firelands, more quests will become available, and you'll be able to slowly push your way forward every day. Extensive randomization means your quest flow will be a little different one day to the next. You'll also have choices to make as to how the battle progresses.
The Firelands daily area hits a lot of the high points on my list above. And, for good measure, players can also earn a lot of gold and player-power enhancing items as well.
Beyond the Firelands...
Problem solved? Far from it -- to be clear, we don't think the Firelands questing arc is "the answer." But I'll come out and say I think it's pretty sweet. I'd love to hear your feedback -- it's been up and running on the Public Test Realm for a couple of weeks now. Personally, I've fought my way into the Firelands and I'm nearly ready to select my first major upgrade to the quest hub... do I go with the Druids of the Talon or do I recruit the Shadow Wardens? Decisions, decisions! My choice will impact the next couple weeks of questing.
Still, we're building towards something, and we're constantly watching players to see what works and what doesn't. I can't wait to see the Guardians of Hyjal stage their assault on the live servers.
In the meantime, even as we speak, our Top Men and Women (and I want you to imagine that we're wearing lab coats) are scheming up ways to push these ideas even farther in future World of Warcraft updates. Players shouldn't feel like max level is the end of their experience. We want everyone to participate in something epic, no matter what their playstyle.
Dave "Fargo" Kosak is the lead quest designer for World of Warcraft. Each morning by the first light of dawn his forearms are ritually shaved, followed by twenty minutes of cardio on one of those playground spring-horses.
I'm 85. Now What?
World of Warcraft has a pretty big footprint: we try to create a world that appeals to casual and hardcore players alike. There's a whole body of players -- be they casual or solo gamers or serious gamers with time constraints -- who gravitate toward questing. It's the most accessible part of the game. Quests move you through cool locations, allow you to play through epic stories, and continually reward you without requiring a lot of practice or commitment. Not everyone has the time to raid, and not everyone wants to; for many players, quests are the whole game. A major thrust of the Cataclysm expansion, obviously, was to recreate much of the world to give players a more consistent, satisfying, epic questing experience as they level up.
But there's a problem with level-up questing, and it keeps me up at night. It has an end. When you hit max level, the rewards slow to a trickle. You don't get a comforting Ding! every couple of hours. You stop learning new abilities. From a solo progression standpoint, your character is in many ways "done," and you turn your attention to the other parts of the game (like crafting.)
For many players, the end is just the beginning. We've done a lot to provide serious players with ongoing progression in the form of dungeons, raids, and accumulating high-end gear for fighting bosses or PvP. But what about the player who just wants to keep questing?
Keeping the Rewards Coming
In the absence of gaining levels, there are still ways to reward players who want to continue questing or playing through quest-like experiences. Here are some things (there may be more) that might encourage players like this to stick around:
- Participation in an epic story
- A sense of progress
- Discovery of something new or unexpected each day
- Earning character customization (including cool mounts!)
- Earning fun toys
- Making your character more powerful
We've grappled with this problem before, and we'll continue to tinker with solutions. The Isle of Quel'Danas provided people with a great sense of progression, at least on a realm-wide level, and it sure felt epic. The Argent Tournament definitely gave players a sense of personal progress, as well as lots of fun toys.
But for patch 4.2, we really wanted to give players something. Something big!
Fight for the Firelands!
The Guardians of Hyjal are getting smart in patch 4.2. They're not just assaulting the Firelands with hardcore raiding guilds... they're attacking that place with everything they've got. That includes you, solo players! We've created a whole zone dedicated to daily questing. There are some 60 new quests in total -- that's about half a zone's worth of quest content. While the raiders are concentrating on taking down the likes of Ragnaros, you'll be securing the rest of his fiery domain.
There's also a story here, a chronicle of a vicious, knock-down, drag-out fight that begins in Hyjal and progresses -- over the course of weeks -- across the mountaintop and then into the Firelands themselves. Along the way, major characters are going to get rocked, you'll meet (and destroy) a few new villains, and you'll earn yourself a small heap of nice rewards. The druids are establishing a beachhead in a hostile world, starting with little more than a pile of rocks and ultimately erecting an enormous otherworldly base.
The progression is personal: you won't see it happen until you make it happen.
We want to keep that sense of progression going, not just over the course of weeks but on a daily basis. As you begin to unlock and upgrade your hub in the Firelands, more quests will become available, and you'll be able to slowly push your way forward every day. Extensive randomization means your quest flow will be a little different one day to the next. You'll also have choices to make as to how the battle progresses.
The Firelands daily area hits a lot of the high points on my list above. And, for good measure, players can also earn a lot of gold and player-power enhancing items as well.
Beyond the Firelands...
Problem solved? Far from it -- to be clear, we don't think the Firelands questing arc is "the answer." But I'll come out and say I think it's pretty sweet. I'd love to hear your feedback -- it's been up and running on the Public Test Realm for a couple of weeks now. Personally, I've fought my way into the Firelands and I'm nearly ready to select my first major upgrade to the quest hub... do I go with the Druids of the Talon or do I recruit the Shadow Wardens? Decisions, decisions! My choice will impact the next couple weeks of questing.
Still, we're building towards something, and we're constantly watching players to see what works and what doesn't. I can't wait to see the Guardians of Hyjal stage their assault on the live servers.
In the meantime, even as we speak, our Top Men and Women (and I want you to imagine that we're wearing lab coats) are scheming up ways to push these ideas even farther in future World of Warcraft updates. Players shouldn't feel like max level is the end of their experience. We want everyone to participate in something epic, no matter what their playstyle.
Dave "Fargo" Kosak is the lead quest designer for World of Warcraft. Each morning by the first light of dawn his forearms are ritually shaved, followed by twenty minutes of cardio on one of those playground spring-horses.
The news is already rolling out for the upcoming WoW Patch 4.2! Preview the new Firelands raid, marvel at the new legendary staff, and get the inside scoop on new quest hubs -- plus new Tier 12 armor!





Reader Comments (Page 1 of 4)
Noyou Jun 8th 2011 7:23PM
Fargo is awesome. He just got me fired up to level thru there. And was already fired up (pun not intended but what the hell :p). I have been getting my toons ready by completing Hyjal on all of them. I shall double my efforts.
Gabrael Jun 9th 2011 1:57AM
I really hope that Fargo and the other Devs are truly interested in making the world a lot more interactive for players. I know that Blizzard is quite adept at making unique hooks for their game ... that's why I've been around for the better part of six years now ... but even their more innovative hooks are starting to feel like rehash and the game seems more like an amusement park ride than ever before.
I also like that they're concerned with solo / casual players. I know a lot of the hard-core folks out there think that Blizzard's concessions to the casual players have hurt the game, allowing for "welfare" gear and all that ... but honestly, casual players pay the same amount as the hard-core folks to play the game. Blizzard doesn't make any more money for the time investment of its customers, so why on earth are they showing favoritism to one group over others ... why should someone be forced to join an arena team in order to get a PvP weapon, for instance? Or to raid in order to complete their valor point armor set (head & shoulders) ...
... in any case, and like I said earlier, I'm glad that Fargo and the other devs are looking at ways to make new content more interactive and inclusive. Hope they keep it up.
Darren Jun 9th 2011 6:16PM
Gabrael-
While I don't disagree with most of your statement, it make sense for Blizzard to cater to as much of their playerbase as possible - hardcore raiders or casual players, I do wonder about a couple things.
Why do you need a big PVP weapon if you don't want to do serious PVP? You can get a PVP weapon from Arena or rated battlegruonds and it's really not a big deal if all you want is random unrated bg's. Also, what does a non raider do with full epics? Full dungeon gear with the valor pieces that are available are more than enough to be successful in heroic dungeons and are pretty overkill against solo content.
It just sounds like, "The other kids get more toys than me and I want them too without doing anything for it - even though I have no real need or use to have it."
Cyno01 Jun 8th 2011 7:23PM
On the one hand, WoW is an MMO, if you want a solo game, go play Oblivion or Dragon Age or something.
But on the other hand, other people suck, and it was kind of nice that there wasnt one single group quest in Cata besides Crucible of Carnage.
Hob Jun 8th 2011 7:52PM
MMO simply means many people can access the same content at the same time.
WoW is not team sport, such as football or baseball, where you cannot play without a group. It is a solo, yet group-friendly activity, like taking a walk in the park. You can walk by yourself, or you can walk with others. If the other people become tiresome, if they're walking too slowly or quickly, or if they're going in a direction you don't like, you can leave and continue on your merry way.
Darren Jun 9th 2011 6:03PM
I have to agree with Cyno a little about the nature of an MMO. Sure MMO doesn't mean "team game only", but I don't really see the point of playing a genre with a sole purpose of putting thousands of people in the same world at the same time if you don't want to interact with them. There are dozens of brilliant RPGs for those who don't like social interaction.
Not to say that I think Blizzard -shouldn't- add solo content, cause sometimes you might want a break from your guild and friends or they might not be online at the time, but it's at least a fair argument that a multiplayer game should focus on content that involves multiple players.
dengarsw Jun 8th 2011 7:53PM
It's good that they realize that, for some people, "end game" essentially is the start of the end for some people in theme-park based games. The problem is that the path there still isn't what it could be. The Hyjal tree's nice for a single player game, but this is an MMO. "Epic" story lines, to me, in an MMO, involve players changing the world, not unlocking content. The world tree's a nice idea, but no one else can see it but me. It doesn't actually change anything, from my understanding. A dead server from 4.2 to 4.3 will have the same appearance and same lore as a highly populated server (again, unless I'm missing something big).
I keep looking at, say, Star Wars Galaxies, even in its current form, which gives players housing, appearance tabs, a real crafting game and complex economy, and wishing that certain calls didn't ruin the game's reputation for all eternity (played it a bit last year and had a lot of fun, but the player base was so small you couldn't do some of the larger things in game, like spontaneous starship battles). Not only max levels characters but nubs had ways of affecting the world (such as actually taking over towns or forming player-run ones) in ways that make the Hyjal tree system laughable.
Hob Jun 8th 2011 10:07PM
I think that Blizzard is pretty much done with truly "epic" events in WoW.
I missed out on the Gates of AQ, but I was around for the Scourge Invasion... which I personally loved. I mean, it's the lead up to the f'n LICH KING, baby! Yeah, there'd better be zombies everywhere, and mass zombie ganking, and poisoned sacks of grain, and floating citadels, and cultists wandering around, and undead dragons attacking Stormwind Harbor, and... oh man, that really set the tone for an awesome expansion.
Too bad so many people QQ'd / nerdraged / cancelled their accounts. I really feel that Blizzard "got the message" ~ why else was the lead in to Cataclysm so tame? The quest chains were alright (if ultimately forgettable), and it was nice to get the "Tripping the Rifts" achievement. But it certainly didn't feel like the world was coming to an end ~ not the way the Scourge Invasion felt. If you didn't bother doing the quests, you'd have hardly known that there was anything going on.
Personally I'd like to see more of Deathwing. He should start nuking the capital cities. We should have unkillable world bosses that randomly spawn and tear up a zone. We should have fiery meteors falling from the sky. There should be peril at every corner ~ elite cultist assassins that randomly show up to aggro guards and slay players. There should be tidal waves, hurricanes, crazy world-ending crap. That would be some quality tiger blood right there.
DarkWalker Jun 8th 2011 10:37PM
@dengarsw:
"""A dead server from 4.2 to 4.3 will have the same appearance and same lore as a highly populated server (again, unless I'm missing something big)."""
I see this as a positive point. It means low pop servers aren't barred from enjoying the lore.
@Hob:
The zombie invasion, for me, was the worst thing to ever happen in WoW. Nothing even comes close. I cancelled two accounts over it (one permanently, one for 6 months).
Simple reasoning. Any MMO dev wants my subscription money, they better make a game I enjoy playing. I have many other alternatives out there, and I believe the best way to demonstrate my displeasure is by closing my wallet.
Not that I dislike big events. What I dislike is any form of non-consensual PvP, as well as when I'm not given a choice to ignore the event. The zombie invasion combined those with my aversion to most things zombie-related, and a plethora of bugs, that was enough to make me really angry at the game and the developers. I swear, at the time, if I had met whoever had the idea for the event, I would be hard-pressed to not punch him.
Hob Jun 8th 2011 11:24PM
@DarkWalker
I respect that you hated the event so much that you cancelled both your accounts, but I also have to say that I don't understand it. The PvP-zombie event was only 5 days. There have been -- in my opinion -- a lot more events or bugs or hotfixes that caused me far more problems. I didn't feel like cancelling, I did something else.
Glaras Jun 9th 2011 1:02AM
Hob, this has been said before in many ways, but I want to try to articulate it again. You're right in that certain bugs or poorly designed alterations to the game (buff/nerf, what have you) have been intrinsically more troublesome than the Scourge Invasion. But the Invasion was engineered to be *personal*. The average bug, it just exists. Its impact on you is incidental. The Invasion, though, put the ultimate griefing power into the hands of what was, unbeknownst to most of us, a huge group of latent sociopaths who took great delight in doing whatever they could to make the gaming experience hellish for other people.
Now, I know all the lines, they've been said so many times. Phrases like "comfort zone" and "only 5 days" get bandied about like crazy. And it is awfully easy for you, since you enjoyed the event, to just say "you could have not played until it was over". But for those of us who weren't enjoying it at all, that sounds pretty much like our concerns are meaningless to you. That's probably why you don't understand, and why you still refer to our complaints in such a condescending fashion. That's why, all this time later, it's still a sore point.
I didn't cancel my account during the invasion, but I was forced offline by a group of people who apparently had just been waiting to turn on the other members of their faction, and do everything they could to make the rest of the game inaccessible to those of us that were leveling, or trying to complete the holiday that the Invasion interrupted. I know that so many people think that Blizz cut it short because of our complaints. Maybe they did. My opinion is that they failed when they rolled out the event, allowing players to retain control of their zombified corpses. I wasn't playing during the Cata event, but from your comments, I assume they learned a few things from the Invasion.
dengarsw Jun 9th 2011 1:10AM
I'm probably going to come off as a jerk to some folks, but here's the thing: I hate the forced factions. I'm on a PvP server, so PvP is supposed to happen, but a lot of people are on my faction to avoid PvP. It makes no sense to me, and it's upsetting when people on "my side" aren't the type of people I'd normally associate with. During the zombie event, we got a 3rd faction. I could gang up with alliance and kill people neither of us liked, and it was refreshing that, for a bit, WoW was a fun pvp game. There were social consequences, and the community had the power to do something.
If you were on a pve server and got things disrupted, that sucks. But even with my limited play time, I generally finish WoW content pretty fast and get bored, and love to have something that mixes things up a bit. MMOs, to me, are supposed to be about the community, not getting through content.
Gabrael Jun 9th 2011 1:45AM
@ Glaras
Wow, does it ever sound like you really hated that event, and I'm sorry that's the case. Personally, I also loved the Scourge invasion. I also liked the AQ event back in the day, which didn't have the negatives that the Scourge did, but still felt big ... comparatively, the Cataclysm "events" seemed rather small, other than the entire world changing of course.
But I think the point is that a game like WoW should be more than just a theme park. It should be much more interactive. The Scourge event allowed for some of that interactivity (which is why a lot of folks loved it) but it did so in perhaps a not-well-thought-out manner that allowed for griefing on an epic scale (which, to me, sounds like your reasoning for not liking the event).
I don't think that just because they got one event wrong (in some ways) that they should be content to make the "new" and "exciting" stuff of the game simply a rehash of stuff they've done before ... the Firelands is the new Quel'Danas? /sigh. While fun, and I'm sure Firelands will have a bit of fun, it's the next turn in the themepark ride that is WoW.
I'm glad that Fargo and the other devs are excited about 4.2 and Firelands, but I'd much rather see them working to open up the entire world of warcraft to the entire player base than talking about how cool their latest rehash is going to be ... more stuff like the Scourge event, then, would be a good thing. They just need to do those things in such a way that it doesn't allow for mass griefing.
Hob Jun 9th 2011 2:04AM
@Glaras
Thanks for the clarification, re: personal, inter-faction griefing. I didn't see it or hear about it during the event (or at least, I don't remember it), but in retrospect, given how often the PvP forums are alight with "PLZ Blizz let me attack that guy in my own city," that makes a lot of sense. What I actually have heard up to this point is about people who mostly stayed in the cities no matter what, trading on the auction house, and how the invasion interrupted their businesses.
For what it's worth, now that I know what the problem really was, I actually agree that the zombie-PvP event should not have happened. I recently moved servers on some of my mains to avoid a core group of former guildmates who were extremely hateful and obnoxious after I left their guild (I was burned out on raiding, but they weren't burned out on getting drunk, rolling a level 1, and whispering nasty things to me), so I can definitely see how things could get personal and out of control very fast.
I'm sorry that I came across as condescending - I didn't intend to be, and I honestly thought I was being respectful in my comments to other players. I did love the event while it was happening, and the sense of peril that it engendered. I still wish there had been more "oomph" to the elemental invasion, and more "oomph" to the current state of the "broken" world. Hellfire Peninsula is -- but more important -- FEELS more dangerous (at the appropriate level) than any "broken" 1-60 zone I've leveled through.
I sincerely apologize for coming across like a jerk, and appreciate that you explained the problem. Communication is good.
~Hob
noel mcleod Jun 9th 2011 3:03PM
I positively HATED the zombie event on day 1, 2, 3 ... by Day 5 I had gotten to where I could live with it.
As far as people being jerks YMMV but not all servers had jerks, but where there WERE jerks they were pretty annoying. I echo the sentiment of Please Blizz, can I attack that guy in my Home City - or at least wait for him at the gates?
Since this is about casuals, I would also like to respectfully ask that there be a viable casual PvP experience (casual means not requiring Arena or rated BG conquest points to remain competitive). Or awarding Conquest points for something in-game, or at a rate of 3:1 or something ... Because, by mid-season when the kiddies have finished grinding through their arena matches with their school buddies it stops being about skill and start being about gear and casual PvP stops being playable.
DarkWalker Jun 9th 2011 3:33PM
@Hob:
I don't have anything against big events, provided Blizzard gives me a way to opt-out. Even just being able to not log, BUT HAVING THOSE DAYS REFUNDED, might have been enough. After all, for me at least, the game was absolutely unplayable during the zombie event.
As for why cancelling: two reasons.
- I find the best way to communicate my displeasure with any company is to tell so by closing my wallet. If there is something happening that I really don't like, and I feel like increasing my chances of being heard is more important than enjoying the product, I will cancel my subscription and clearly state why.
- The event - and, more than the event, the dev's answers in the forums saying everything was all right and happening as they had planned - made me distrustful of Blizzard's capability for producing content I like to play, so I also took that time to look at a few of the most promising MMOs in the market. I have a few retail accounts, and a lot of trial accounts, from that time.
waggleton Jun 8th 2011 8:08PM
What a great first watercooler! A really good read. Gets me excited to quest again,as opposed grinding gear and profs (for the g's).
Makes me want to find a way past the stupid firewall at work. ( I know the IT guys are sitting up there playing WoW all day, blocking my access /rage)
MusedMoose Jun 8th 2011 9:29PM
Agreed. As someone who plays more for the quests and lore than anything else, I really enjoyed this one.
Also, I *love* the structure for daily quests he's discussing, and I hope it catches on. There's always been something tedious about doing dailies (unless it's whacking pygmies with a hammer, that never gets old). The idea of not only following a story but watching the world change as a result of those dailies has me looking forward to the new patch like nothing else. Here's to hope that it works out well enough for Blizzard to make it happen again and again. ^_^
Noyou Jun 8th 2011 9:59PM
Amen and can I have another sir? The more I play this game the less likely I am to participate in the rat race that is the gear grinding heroics. Sure it's fun to raid and if you have the patience to do it God Bless. The fun does begin at 85 and it opens up a lot of things for you. I would like an option to make completely heroic/raid gear without having set foot in heroics and raids thru crafting. Make it long ass-grindy but possible. Before you hard cores can complain - make it a step behind- I don't care. Just give us an option to produce raid worthy gear without having to put up with 12 year olds who think they are elite :)
sprout_daddy Jun 9th 2011 1:34AM
A step behind? I'd be fine with a number of steps behind, mostly, I just want it to look like it wasn't dug up at random Azerthoian scrapmeets and have in-game performance value.
On the larger note, what an excellent watercooler - it gives me a reason to keep playing, having long ago run out of steam for heroics and raids!
But I did lol at "other options, like crafting". I don't think many folks pass their times these days trying to craft the three or four valuable items that "reward" players who've struggled to 525.