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.
Dev Watercooler -- Content for the Casual 85
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!
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 3 of 4)
Sally Bowls Jun 9th 2011 1:52AM
I really liked this. Thank you Fargo.
I used to say that the game begins @ 85, but have in Cataclysm been known to say "the game begins and ends @ 85."
Another point is that the linear/phased quest lines in Cataclysm probably make for a better experience the first time through and are clearly better for players new to WoW, IMHO they made the traditional "level alts" not as compelling in this expansion. Nor will playing the other faction provide much variety pre-TH.
I still maintain that it was clear that fewer players would be raiding in Cata. So I would think Blizzard would have provided more opportunities for non-raiders at release.
But you article was certainly appreciated. Those of us still here are looking for a reason to not unsubscribe. Please help us.
vetrizwow Jun 9th 2011 2:08AM
You know what would be a cool idea? Single player raid-like content with epic bosses at the end that are meant to solo. I'm not talking about some rare mob that you encounter in the world or doing an ICC dungeon by yourself, I'm talking about bosses with the difficulty of beating Nef for the first time but solo. The best part would be that a solo player could get geared up this way or feel rewarded.
VioletArrows Jun 9th 2011 4:07AM
I mostly liked the 'end bosses' of the new zones, the problem is, save for maybe Hyjal, after it was over, everything ran right into a brick wall. Beat Skullcrusher the Mountain? Good Job! ...Now what?
Plus, to me that feels like that would be isolating people a bit *too* much. At least in open world you can theoretically come across someone and team up if you wanted to. Now no longer needing to group up to progress at all?
kaosgrace Jun 9th 2011 6:19AM
I've thought about this a lot, and I'm sure the devs have too. The problem is: How in the nine hells do you balance a solo boss encounter to be fun and challenging for, say, a prot paladin, while also being *doable* by, say, a holy priest? Or perhaps that's a bad example, since I doubt there are very many solo-only holy priests, and they probably aren't worried about balancing the solo content for raid healers ...how about...what's a squishy glass-cannon class? Fire mage?
Some specs (blood DKs, prot paladins, possibly some flavor of lock or hunter) can solo Marrowgar in ICC and find it a fun challenge. Other specs (holy priests, holy paladins) have a hell of a time doing Tol Barad dailies by ourselves. I don't see how you produce fun, challenging, interesting solo bosses unless you create 30 different versions of it designed to challenge each spec. Or at least five versions - one tanking, one mdps, one rdps, one raid heals, and one tank heals.
Therinor Jun 9th 2011 7:30AM
Nice suggestion! Actually, this has been implemented in some other games already, for example DCUO. You get to run "solo instances" with a boss at the end. You can also enter those instances with more players, but if you do, there is more trash, and I believe the bosses get harder to kill.
Anyway, that game has different roles too, and I have run those instances as a tank, DPS and controller (kind of like a designated buffer/CC role), and it does work. Granted, its a bit harder if you're a glass canon (like a clothie DPS), but then again, if youre a tank, you might not die quickly, but your dmg output is lower, so it might take you longer to actually kill the mobs.
I do believe that that would be possible to implement into wow, especially with dual spec. Play a holy priest? Respec to shadow for those instances. They shouldnt be comparable to a 10 man raid in their difficulty.
In the game I mentioned, the instances were harder with certain specs, but they all were beatable, as some bosses required you to use a certain tactic, using the environment to bring them down, or you could just burn them down.
I know some people will now complain and do the good old generalization ("Casual players are unable to communicate"), which is funny as I remember how a lot of raiders had to face equally unfair generalizations back in the day.
Fact is... a lot of times, a casual player might not have the time to get a group together, might not want for an LFD, or might not wanna put up with the attitude you often find in those. I for one gave up on tanking instances for PUGs due to the behaviour I saw from a lot of people in those.
Suggestions like this one arent supposed to say "Stop 10 man raiding, lets all solo everything", its meant to be an addition to the "core game" and the endgame-side that offers something more for casuals, because even if some people hate to hear it, there are a LOT of casual players in the game, and giving them something like that wouldnt be a bad idea, unless someone thinks just because he has more time to play, he owns the game and the developer's time. =)
So, nice suggestion, and it has been done, and I do think it would work without taking anything away from other play-styles. Just my opinion though
Therinor Jun 9th 2011 7:50AM
...actually, the more I think about it, the better I can imagine it. I somehow doubt it WILL be implemented, as it'd take a lot of development still, but... regarding different specs, it might actually be a great way to learn how to use more of your abilities, and maybe also get you interested in raiding eventually.
Imagine youre in such a solo-instance...
You're a tank - Try to wear the mobs down, use your defensive CDs to keep yourself alive.
Youre a plate DPS - Kill the mobs quickly before taking too much dmg (fury or arms) or use your heals efficiently (pally)
Clothie DPS - Use your CC, whether its frost nova, polymorph, MC, fear, your pet, whatever
Rogue - Use sap and stealth to skip some trash or make groups manageable
Healer - Maybe something like in the LK-encounter or the Ursoc the bear god encounter, where you pick the NPCs role and support him... he tanks or does dmg, you do dmg and keep him alive?
Anyway, nice stuff to think about imo =)
Billaos Jun 9th 2011 10:48AM
The NPC helper for the quest to kill Ursoc in Grizzly Hills worked well, I think. You could tell him to tank, dps or heal (of course, he was a druid). Some of the current "sim-raid" end quests in Cata are also fun, and there's a lot of quests in the starting Forsaken campaign that pair you up with helping NPCs.
Perhaps a system that would provide missing companions if you were solo, but leave them out if you were in a group?
VioletArrows Jun 9th 2011 4:08AM
Man now the bots are stealing people's comments to try and slide under the radar. :/ Reported, baby.
Anaughtybear Jun 9th 2011 4:51AM
I appreciate having someone up there that is thinking about the casual players, like myself. I've always thought that raiders were really wasting their time. They scramble and bash their heads against a wall to get all the best gear, which then immediately becomes outdated. It seems like solo play should get you something, since you earn everything you get, good or bad. I could understand if all raid gear scaled like heirloom items, but it just gets vendored a month later. I'd rather enjoy my play time by not raiding. We'll all be in the same quest greens again soon enough.
nadra Jun 9th 2011 5:23AM
Yeah even from the pov of a fairly HC progression raider dailys are good and the gold helps me with rep costs. also it's a good way to get stuff like head and shoulder enchants only for gods sake blizz plz make them BOP this time in any case more dailys aint a bad thing.
i hate it though when u gotta run through places crowded with other players all tryin to tag the same mobs as u. i guess these new hyjal zones are gonna be just like that and ther will be loads of named mobs u gotta camp for respawns and hope your fast enough to tag 1st. i end up always losing my temper and shouting at the monitor when it gets like this lol ^^ i hope that blizz make the named mobs like they did in TB where anyone can get credit so long as they participate.
oh and no places crowded with annoying mobs with crazy fast respawns either, TB spiders im looking at u :p
nadra Jun 9th 2011 5:24AM
i meant BOA not BOP lol my bad
Draven Jun 9th 2011 6:30AM
I love the way they throw the Casuals a bone every now and then this expansion.
Those 600K who dumped WoW were all casuals who did not subscribe to GC's stupid 'Heroic's are hard and need 3 hrs to clear' philosophy.
They've already missed the boat with this stupid EPIC DAILY QUESTZ for Casuals crap - There should have been an introductory and much easier Tier of Raiding for the casuals at Cata launch.
I doubt any of the people who left will return at 4.2 despite the nerfs etc and WoW will continue to leak subs to Rift and probably collapse once SWOTR will launch.
Bioware know's that a majority of player's are not basement dwelling no - lifer's who have time to spend 8 hrs a day in game and the balance shouting down others on the forums.
Cowboy Jun 11th 2011 1:00AM
WOOT FOR CAPTAIN CASUAL....Now if they would figure out a way to give me the Epics without having to sit in a group with a bunch of leet basement dwelling tards.... Now if they could figure out a way to make it take skill to get, not just grinding a boss or an arena team for points....Imagine that...
wow Jun 9th 2011 9:03AM
I am an addict. A QUEST WHORE!!! I love picking up quests and running around completing them. Though I am new to the raiding scene, I am more comfortable doing solo content.
Especially since I love the challenge of trying to take down World Elites (The Fel Reaver in Hellfire is a good example.) I found with my hunter the task is possible. I've also taken down quite a few elites with my kitty as well.
I can't wait to gear up to take down Ragnaros, but in the meantime, I will have a blast piddling around Hyjal. :)
Shinanji
datgrl Jun 9th 2011 10:13AM
I like the direction the game is taking for the people who don't raid. There is a different set of gear for PVP. What might separate the PVE game play from Raiding are same level reward items with different functions. If there's a raid boss with some special power, there's an item that drops in another raid with a special function directed at that particular raid boss that has a random chance to happen. If there's a PVE quest achievement for the PVE player, the reward is a high level item with a unique ability that helps them in the quest line. The way things come across to me is that ilevel is still the ultimate goal. If the ultimate reward is ilevel, there could be multiple ways to get it. Putting PVE/questing into the casual category sort of seems like a slam. I'm not sure I can define casual :) but PVE isn't.
Drynn Jun 9th 2011 3:18PM
"Who is scheming up new content?"
"Top Men [and Women]"
Decertian Jun 9th 2011 9:04PM
Blizz finally seems to be thinking about the non-raiding max lvl player. Introducing new solo content and new raid content in the same patch seems to me to be a good move. Only time will tell if it gets me back into the game.
Why can't solo players have new gear to strive for? Everything seems to be about the new raiding tier gear (12 I think but to be honest I just don't care!).
Maybe I'll be interested in coming back by the time 4.2 drops, but its likely to only be for a month or two.
hyperion Jun 10th 2011 3:46AM
"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. "
Tell me because i am curious, what is it like to have your nose buried so far up Blizzard's rectum?
Sonofbeldar Jun 14th 2011 8:16PM
Hey all, first time commenting here, and certainly not meaning to ruffle anyone's feathers, but there is something about one side of the arguments here that I just can't get around... The angst about RAID level gear and it's acquisition. I honestly don't get why folks think you should be able to solo and get RAID gear. Technically the only real reason to get it is to be able to complete RAIDS and for the prestige factor.
Again, no offense to those who don't have large chunks of time to devote to RAIDs (I certainly don't) but if you don't have the time to get into them then why do you want the gear? I mean, my main is about as decked out as he's going to get in his heroic blues/purples and his rep/crafted epics and there isn't a heroic dungeon or quest that I can't rip through with ease. I got there the casual way, playing when I could (30-60 minutes sometimes) and I'm happy with that. Once 4.2 drops I'll probably even get to run BoT and BWD a few times to experience them.
And I think there were a few people complaining about not getting the gear when they already indicated they don't have time to RAID. So what's the point? Again, I'm not trying to come off as rude, I would just like to understand the argument. I feel like I'm proof you can hit 13-15k on dps and not be spending 4 hour stretches playing the game. Heck, if you're a tank or healer it's even easier since you don't have the long queue times.
JB Jun 24th 2011 1:42PM
I think the point is that most of the subs are from casuals. As some-one above said the 600K that left was probably an alarm bell for Blizz, hence the casual/"solo" direction. I would love to raid, but cannot afford the time as RL is more important. So that gear should be available somehow or the other - crafting, random world drops whatever. I think every-one strives to get better gear - it's human nature. My entire previous guild stopped playing because they had done every-thing they could do [didn't have the time to raid] to get the best gear, got all the achievements they could without raiding - and that was in the middle of wrath - and then they were bored. There are only so many alts one can grind....
Also, I am a druid [kitty] and it annoys the hell out me that i need to raid to get the "fire" kitty staff. Something like that should be available to all subscribers, not the elite few that have time to raid. Change the stats- make it a huge epic quest chain, whatever. But make it so that non-raiders can get it as well.
I don't have the time to run heroics either - 30-40 minutes wait time, and I have about 60-90 minutes game time? heroics take a lot longer than 60 minutes! Plus dailies for rep grinding etc etc. The loot bags were supposed to cut down on wait times??? never happened on my server....