Does your gear matter? Kurn’s post Tech and the Devaluation of Gear shows how
really, gear is effectively an illusion, a trick, a carrot to get you to keep
playing even though the upgrades are effectively meaningless, becoming obsolete
every time a new tier/expansion is released. It’s really with the introduction
of Challenge Modes, and now Proving Grounds and Flex Raiding, that this has
become too obvious to ignore: when the numbers on your gear and the enemies can
be adjusted so readily, it leads to a questioning of why we bother to strive for
improved gear at all.
Talk about a can of worms! This question can be split into two answers:
levelling and endgame.
As the popularity of heirlooms has shown, players are fine with something that
makes gear irrelevant whilst levelling – even the pieces that don’t provide an
experience boost are used, and gear drops are mostly only used as a source of
disenchanting materials. That the heirloom gear is generally equivalent to rare
quality, thus is quite powerful, is an added bonus.
Levelling, though, is but a small part in the life of most characters: it’s
often been said that endgame is where the ‘real’ WoW begins. Once you hit
maximum level, whatever that might be at the time, you then need to start
preparing your character for the Good Stuff: raiding (or battlegrounds or
arenas; the goal is mostly the same). This, of course, means gearing up.
Grind My Gear
Prior to the Wrath of the Lich King expansion, getting a newly-max-level
character up to raiding standard was a tedious process if it started any
significant time after most others had done it, both for the player of that
character, and for any guildmates that had to go back and re-do content with the
newbie, content they’d already cleared when it was current, and possibly never
wanted to see ever again.
Thus did Blizzard introduce the concept of ‘tokens’, a currency that could be
earned from doing dungeons and daily quests, and that could be used to buy
previous-tier gear. This plus the introduction of automatic group-matching via
the Dungeon Finder tool meant gearing up a new character to current-tier
standards was a much quicker, if more mechanical, process, one that could be
accomplished effectively ‘solo’, since the random, blitz-like nature of the
Dungeon Finder groups made it easy to view the other people in your party as
NPCs.
The ‘gear resets’ upon the release of The Burning Crusade and Wrath of the
Lich King were the first clues that the numbers on gear are mostly arbitrary.
The tokens were the second: no longer was gear something magical that you looted
from a boss after a hard-won victory. Instead, it became something you could buy
– not a reward but a return on time invested.
Perhaps coincidentally, this was around the same time addons like Recount and
Gearscore really came to prominence, further clarifying the feeling that WoW is
about numbers above all, a pretty facade in front of a spreadsheet.
Zahlen Über Alles
The fact that WoW is so numerically transparent has led to some fascinating
things. Simulationcraft, for example, can predict, to a high degree of
accuracy, how your character will perform in a given situation. Sites like Ask
Mr. Robot will look at your character, crunch the numbers, then tell you what
gear to acquire, and how to gem and reforge it, in order to maximise your
potential.
At risk of invoking the slippery slope fallacy,
it’s getting easier to see how this focus on and automation of numbers is making
those numbers irrelevant. It takes very little skill to become ‘raid-ready’,
just time. And, for those of us with full-time jobs and families to look after,
time is often at a premium 1, meaning we can feel
somewhat obligated to optimise our gaming, sometimes to the detriment of fun.
So what happens when acquisition of gear is no longer necessary?
For Great Justice!
I play Guild Wars 2 as well as WoW. If you’re not familiar with GW2, it has
almost no gear progression: you get to max level (80), and any gear with the
stats you need is available via several means, including the Trading Post
(equivalent to WoW’s Auction House, more or less). In other words, you can
directly buy pretty much the best stats in the game (not getting into the debate
about Ascended gear, which is slightly more powerful but harder/more time
consuming to acquire, and only available for trinket slots at present).
Guild Wars 2 also has dynamic stat scaling too: go into a low-level zone on your
level 80 character and your effective level gets lowered to the maximum for that
zone; enter World vs. World on any character below maximum level and you get
up-levelled to 80. Structured PvP is interesting, too: not only are you boosted
to maximum level, you are given a set of armour with no stats, plus a single
trinket that gives you a completely standardised set of stats. You don’t have to
spend any time or currency on this, resulting in a completely level playing
field (class balance aside).
So what do Guild Wars 2 players strive for? The short answer: appearance, fun
and victory. Like WoW, GW2 lets players alter the appearance of their armour and
weapons by using other items as a source; hence, players run dungeons in order
to acquire items they think look nice. Additionally, they do things because
they are fun – the endgame is not like WoW’s at all, with no raids, no tiers
and (for now) no expansions, so players are free to set more of their own goals.
Then of course there’s WvW/sPvP, where the goal is quite simple: to win. In both
cases, gear plays no part in one’s chances of success, and is not a factor in
the rewards.
Dark Simulacrum
I bring up Guild Wars 2 not as an example of what Blizzard should copy, but to
show that it can be possible to have a successful game in which gear progression
is not a factor. Of course, GW2 differs in many other significant ways, many of
which are primarily there as an alternative to gearing up – most obviously,
ArenaNet have committed to releasing new content every month, for free, and
often for a limited time.
That’s not to say Blizzard shouldn’t copy anything from ArenaNet – if it’ll
work in the context of WoW, it absolutely should be implemented; good ideas are
good ideas, regardless of who comes up with them.
Vestments of Prophecy
So what rewards would be acceptable for killing an Instance boss, if not
statistically superior gear?
Already, we have one answer: items for use in transmogrification. Some folks
may see this as the domain of ‘socials’, but each to their own – having your
character look the way you want is a perfectly valid goal in my book.
Then there’s Challenge Modes, which already do not provide any kind of numerical
upgrade, instead awarding ‘prestige’ things like mounts, pets, titles and so
forth. Furthermore, there are realm-wide leaderboards, giving really good teams
bragging rights.
Both of these things are relatively small-scale, however, and may not work so
well for raid-sized content. What to do there? There’s a complicating issue
here: how will new tiers scale? Will they be at the same level, numerically, as
current tiers? If that’s the case, it’d go a long way towards reducing the way
tiers become obsolete as new ones are introduced, and I personally would love it
if all raids of a given expansion could remain relevant throughout.
While adopting Challenge Mode’s stat-normalisation could work for raids, I don’t
think the timed aspect would. In fact, it’s hard to think of something that
would effectively offer the equivalent to the dungeons’ Gold, Silver and Bronze
‘medals’. There could be a ‘difficulty’ setting, but the problem there is having
to complete the raid several times at ever harder difficulties, which may get
tedious very quickly, although this could perhaps be alleviated if the
difficulty was adjustable on a per-boss basis.
So far, so traditional, but what about something… more? To bring up Guild Wars
2 again, I think WoW could benefit from taking transmog even further with armour
dyes and craftable ‘skins’, i.e. armour made purely for use in transmog.
I say that entirely with the realisation that such a thing would require
extremely large-scale changes to the game. Obviously there’s no way to apply
custom colours to armour in WoW at present, and implementing one would mean a
lot of work to make it backwards-compatible with existing armour models. Perhaps
at first, only new armour would be alterable, with older gear updated over
time.
Expanding on the dye idea further, the colours could, like in GW2, be craftable,
perhaps by scribes or alchemists, and recipes would be one of the new kinds of
drops from instance bosses, with the colour’s rarity and difficulty of
acquisition being based on its value to players (black = most valuable,
guaranteed; it’s one of the most expensive on GW2’s Trading Post).
Naturally, tailors, leatherworkers and blacksmiths would craft the appropriate
class of armour, and engineers and enchanters could even get in on the act by
providing cool animations and glow effects and so forth.
Solar/Lunar
Blizzard maintains a very careful balance in WoW to ensure as many types of
players enjoy the game as possible. They know better than any of us what
motivates players, and they’ve had eight years to fine-tune things in a way that
no other MMORPG can match, so obviously, removing a fundamental aspect of the
game is not going to go down well with the type of player who likes downing raid
bosses just for the sake of acquiring new gear and seeing bigger numbers.
Furthermore, although there’s plenty of complaining from a subset of players
that dungeons are too easy and that everything’s a faceroll and boring, when the
instances are actually challenging, another, larger subset of players
complains that things are now too hard (or, in the case of a recent GW2 dungeon,
they just don’t run it). The outcry over the initial difficulty of the
Cataclysm expansion’s dungeons is evidence of this, although in that
particular instance there were other important factors to consider, not least of
which was that by the end of Wrath of the Lich King, the playerbase had become
used to blitzing through even heroic, current-tier 5-player dungeons,
area-of-effect spells out in full force, no brainpower required. Cataclysm‘s
dungeons were like a bucket of icy water to the face, and only those bracing
themselves for it could cope.
The issue if compounded by the greatly varying levels of skill within the
playerbase – the main reason the Raid Finder tool, with its lower difficulty
and simplified encounters, was introduced was so more people could experience
the boss fights that Blizzard spent a lot of effort creating (alas it turned out
to be a not so great solution, as anyone who’s used it can attest).
Designing encounters with varying levels of difficulty may mitigate the problem
of a less-than-ideal number of people being skilled enough to experience the
content, but it does little to entice players who are not solely motivated by
overcoming the types of challenges that raids provide. Hence, carrots,
especially ones designed to appeal to stereotypical ‘casual’ raiders: pets,
mounts, armour dyes/recipes and other ‘collectible’ things.
Winter of This Content
I’m on the fence really as to whether I believe Blizzard could or would
implement something like stat irrelevancy or armour dyes. WoW is growing old,
and it won’t be long before its retirement comes, so expending significant
resources to change the very core of the game after almost nine years seems
unlikely; I suspect rather that we’ll see something like this in the fabled
Titan project, whenever it makes an official appearance.
Still, it’s nice to dream, and perhaps might yet see some of these ideas in the
World of Warcraft, albeit in watered-down form. Roll on 6.0!
1: As gainfully employed adults, many of us now
have something else instead of time: money. What’s that, Blizzard are going to
be selling a thing that lets players achieve something in less time? Well,
fancy that. ↑