3 things Battlegrounds should borrow from SW:TOR's Warzones

Warzones offer a different game, different playstyle, and significant change of pace for a grizzled PvP veteran. While I could just go all mushy about my assault cannon, I'm more interested in the design aspects that really work well in Warzones. With that in mind, here are three things I think WoW should borrow from Warzones.
(And no, I'm not talking about Huttball here. Huttball is fun and all, but it's just a specific game. That'd be like saying "SW:TOR isn't good because of Alterac Valley." That's not particularly helpful, even if I do love scoring a goal through a sweet ball-passing chain. I'm talking about overall game dynamics.)
3. Minimal downtime
When you die in WoW's Battlegrounds, it could easily be several minutes before you're back in the action. Some of the Battleground strategy is even predicated on making death incredibly inconvenient for opposing players, so that's not a surprise.
But even in the games where inconvenient death isn't a specific factor, like Warsong Gulch, it takes a long time to get back into the action. Heck, you even mount up in the BGs to get back to fighting. You have to mount to get to the fight.
Not so in Warzones. You die, you instantly rez in a holding pit. Not quite the same as being in the fight, but at least you can buff before you get out of the gate. (Waiting to rez and then buff, as you do in WoW, further delays your time before the fight.) As soon as that holding pit opens up, you run to the fight. Running to the fight (or, I guess, your defense spot) takes like 10 seconds. You can barely finish buffing in WoW in that time.
This constant action in SW:TOR's PvP is perhaps its single greatest strength. When you're fighting in PvP, you are actively fighting. Not waiting as a dead ghost, not buffing, not mounting, not running across a huge open field. You're actually playing the game, actively engaging and moving.
This design aspect is a huge success for Warzone PvP, and it's one I hope we see mirrored in Mists of Pandaria.
2. Rewarding objectives
One of the SW:TOR Warzones is essentially Arathi Basin. Instead of accruing nebulous points, though, you're counting down to zero. Every base (cannon) you capture means the enemy points (armor) counts down faster. Get it? It's Arathi Basin, except cannons instead of Stables and armor instead of points. It's Arathi Basin.
Something bizarre happens in this Warzone. People get yelled at to get the hell off defense and go fight. Let me say that again: You sometimes have to get people to stop defending! I know, right? Why? Why does this happen?
SW:TOR has a medal system. Under the hood, you accrue invisible points for damage, healing, and being near defense targets. Accrue enough points, you get a medal. You get bonuses at the end of the match for having medals.
While WoW has tried to give defenders bonuses, it's never quite managed the trick. However, I really like this system of under-the-hood points that grant bonus honor to players at the end of Battleground. It encourages people to focus on objectives instead of HKs. (Did I mention there are no honor kills in SW:TOR? At least, none that I've seen yet.)
1. Smaller scale
Warzones in SW:TOR have 16 players, eight people on each team. We've already discussed that the Warzones are much smaller in scale than the Battlegrounds; you can reasonably run the entire distance on foot within a short period of time.
This smaller scale translates into a much more personal experience than the huge zergs of the Battlegrounds. Your personal performance plays a very direct role in your team's success. While you could argue that 5-man Arena matches are similar in WoW, those encounters are just last-man-standing PvP matches. They don't have diverse objectives and the same kind of dynamic game goals.
The smaller teams make a difference. You get to know your team members as well as your opponents. The names are familiar, especially since SW:TOR doesn't have cross-server matching. It's a much more personal kind of PvP, and it's one that helps build community. So my hat's off to SW:TOR for that aspect as well.
For that matter, the lack of enforced premade teams (via arena or ranked battlegrounds) forces the SW:TOR community to actually play with each other. Sure, you can queue as a group, but that's not the same as a separate, rostered fish bowl. The difference is obvious when you come back out of a Warzone and chat up your servermates. That power should not be underestimated.
I don't think you can blithely say whether PvP is better in one game or the other. But you can compare the two and come to rational reasons for having a preference. My personal jury's still out, but contrasting the games has been interesting.
Filed under: PvP
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Reader Comments (Page 3 of 3)
Kenneth Feb 23rd 2012 7:14AM
I just wish Battlegrounds were set up like COD where there was live talk so I could communicate with my team without having to type...and be able to talk smack when I 1 shot someone lol. I swear, if there was a kill cam in World of warcraft, the game would be 100% better. What better way than to crush a player's soul than to force them to watch their own demise
Lemons Feb 23rd 2012 3:47AM
I would like to see a super-small-roster BG. WSG is my favorite BG *kanye voice* OF ALL TIME! and I think a lot of that is because of the small scale. Up until cata which brought TP, BfG, and rated BGs it was the only 10v10 BG available. In a 10v10 you really feel like you're personally effecting the outcome of the battle.
It would be interesting to see WoW get an 8v8 or even 5v5 battleground. However, I think there would have to be new systems implemented to ensure that participants are on equal footing gearwise. It already hurts the team a lot in a 10v10 when you get a new 85 still decked out in his questing greens, and that effect would be multiplied drastically if the roster was even smaller.
Gosten Feb 23rd 2012 1:09PM
This article is about the good points of the SWTOR warzone system, not all it's faults which I'll try not to mention.
I think the biggest innovation the SWTOR system has over WoW is the Bolster method of buffing low level players for warzones to make gear mostly irrevelant and even low level characters competitive with the almost max level ones. It is a far from perfect system but lightyears ahead of the WoW system where gear and level has a huge effect on pvp in a given bracket, to the point where if you're on the low end of the level range and wearing questing greens you're going to have a lousy experience regardless of skill.
You really notice this in SWTOR when you finally do hit max level and the Bolster system goes away. Then gear really matters, just like WoW. Either you're fully equiped with the best PvP gear or you have to hope the other team is badly equiped, because without the proper gear you have no chance against someone who does. The gearing grind in SWTOR is pretty similar to WoW at max level, except without the crafted set.
The smaller scale of SWTOR warzones is mostly irrevelant. They can't go bigger than 8v8 because the performance limitations of their game engine. What you love about SWTOR is the community, which is made possible by the lack of cross server battlegrounds. Community is built by teaming with and fighting against the same people. The possibility of same faction warzones is what keeps the queue times from being absurd.
SirZac Feb 23rd 2012 4:49PM
I love warzones in SWTOR. Like the author said, the smaller scale gives a sense of community. I have learned to love and hate certain players and to learn their playstyles. And I love Huttball, the acid pits, the fire traps, and the rafters + that objective of getting the damn ball make it a really enjoyable game.
Stray Feb 28th 2012 10:18AM
On the subject of PvP community, it'd be really nice to queue up for BGs with more than four of your friends (and while yes, I can do so with rateds, I mean more so for having fun with friends who might not be hardcore PvPers or even larger group honor-farming).
Do you think this will ever be an option, what with all the utility for cross-realm RealID raiding?