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Horizontal VS Vertical Design [MMOPINION] 

Josh Strife Hayes
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Do you want more power, or more experience, do you play to win, or to explore, are you a vertical player, or a horizontal player?
MMO Design falls into 1 of 2 broad styles, Vertical, meaning its about more power, higher numbers, better weapons, climb the ladder and be above everyone else, or Horizontal, more experience, more choice, equal but situationally different numbers, be as powerful but built differently.
Both approaches have pro's and con's, let's discuss.

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28 май 2024

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Комментарии : 2,4 тыс.   
@JoshStrifeHayes
@JoshStrifeHayes Год назад
Use this link to get an XP boost pack and mini pet for your new Guild Wars 2 character! www.inflcr.co/SHE3Q Comment below once you have redeemed the XP boost pack and I will select one lucky person to receive the Ultimate Edition of GW2 on Steam worth $100!
@mrdarmac
@mrdarmac Год назад
Code redeemed. Thank you. :)
@th3shadow
@th3shadow Год назад
redeemed
@lightspeed1001
@lightspeed1001 Год назад
Redeemed a key. Haven't played the game in ages, guess it's time to check it out again.
@ishorse9894
@ishorse9894 Год назад
This was a nice reminder that i really should try playing GW2 again, the mount movement really puts other games not even just mmos to shame. Thanks for the code and for the always awesome content!
@hallerlucas
@hallerlucas Год назад
code redeemed!
@tsukimilo
@tsukimilo Год назад
I prefer horizontal, there's grind but its not to get up to the standard but rather to have options in that same standard and I like that freedom
@youtubeistryingtocensorme
@youtubeistryingtocensorme Год назад
AmeN
@leonardceres9061
@leonardceres9061 Год назад
yeah I agree after playing vertical progression games for many years I have learned that horizontal can be just as enjoyable and even more so he because I don’t feel like the game is a job. I can play for a little while go do something else come back play for a couple hours do whatever and I’m not really missing anything because it’s all there for me whenever I come back I can just do different things on a horizontal path rather than feeling 1,000,000 miles behind everybody else on the vertical path because they have more time than I do to allocate towards a game.
@macdallanzero2145
@macdallanzero2145 Год назад
Horizontal is almost always better. 😆
@leonardceres9061
@leonardceres9061 Год назад
@@macdallanzero2145 Yeah well… you gotta go vertical first to really appreciate horizontal.
@RisqueBisquetz
@RisqueBisquetz Год назад
Main reason i love Souls games so much. While obviously there are weapons that can cheese everything, by design every weapon is viable to clear the game. MMO-wise, FFXIV also does horizontal somewhat well. Even if the hardcore raiders cries about balance every single patch, especially for 6.2.
@leonardceres9061
@leonardceres9061 Год назад
“an expansion isn’t actually expanding on the game when it’s the only relevant part of the game to actually play” I love when you do these videos because i feel like this is your niche! This type of analysis of games and genre’s is where you shine and I can only hope that other companies are watching and take notes.
@MonstersMemories
@MonstersMemories Год назад
Well, at least one is. 😀
@Tehstampede
@Tehstampede Год назад
I've always thought that as well. Classic example being WoW, where each expansion limits the majority of the gameplay to a handful of new zones and dungeons. That game is missing out on so much more value because there is literally nothing incentivizing people to go back and do stuff in the older zones. Guild Wars 2 is a great example of such a system being implemented pretty well.
@dnrorschach
@dnrorschach Год назад
@@MonstersMemories A few are. GW2 obviously, but FF14 has a ton of people who go back and do previous expansion stuff every single day, basically.
@leonardceres9061
@leonardceres9061 Год назад
@@Tehstampede Yes I agree! I actually did a big post about this on MMO champion. The title of the post was If only WoW had gone in another direction. Basically talking about having more horizontal content that didn’t render the previous content irrelevant. Like seeing events within the game such as in guild wars two. We are maybe there is an attack on the village that you help to defend against. And then afterwords there is another event to help rebuild that same town. The game could reward items based on your actual character level so there is always incentive to do these things. Also if they it is horizontal progression in the form of mastery points or some thing that could be used in different areas like faster travel or different abilities with a dungeons or so on.
@yavantii3615
@yavantii3615 Год назад
WoW is the pinnacle example of this quote. It's the oldest popular MMO with the most far reaching lore and worldbuilding. Yet simply all you do is just play those 5-6 zones in the most recent expansion. All the lore and the effort of the developers to craft these zones, stories, legendaries, dungeons etc of the prior 15 years years has been reduced to leveling zones. In GW2 there are about 30-40 of end content zones at this point, and they are almost all still relevant. It offers just so much more content at this point.
@johannesstrom9259
@johannesstrom9259 Год назад
You know, every content creator says "I would not recommend something I don't personally like" in their sponsor segments. Josh is one of the few that I belive when he says it.
@SomniaCE
@SomniaCE Год назад
My biggest issue with vertical power creep is that it just gets old very quickly. One can only go through so many cycles of power creep reset. The way I felt at the end of Cataclysm is the same way I felt at the end of Pandaria and the way I felt at the beginning of Cataclysm is the same way I felt in Pandaria. It feels so articial when my power level just flucuates extremely predictably in set cycles. It stops me from feeling like I'm getting more powerful and more like the predictable ups and downs of a rollercoaster. Still fun, but not exactly exciting after a couple rides.
@thehaveninthehand
@thehaveninthehand Год назад
Especially when they gave you artifact weapons in Legion, I was told the system got canned after.
@comyuse9103
@comyuse9103 9 месяцев назад
don't forget what it can do to an mmo that has (or pretends to have) a story (or multiple), once you kill god you can't go anywhere else.
@bwarhol
@bwarhol Год назад
I'm kind of a...diagonal player. I want to enjoy the process, but I also want there to be some point to what I'm doing. Being the absolute best doesn't matter to me much if at all, but just doing arbitrary content with little to no reward gets dull fairly quickly. That reward doesn't NEED to be stat-based necessarily, but there needs to be something beyond just the experience itself to avoid it wearing out its welcome.
@mandisaw
@mandisaw Год назад
IRL Crafts - knitting, sewing, woodworking, etc - have the same thing, "process" vs "project". No one is truly all one side or the other, most folks want some of both. Someone who's purely horizontal/process would be happy restarting at the start of every session, arcade-style, and someone who's all about vertical/project [results] would be happy to just buy a max-level account, and never bother playing. Some progress, some options, likely enjoying more of one or the other, that's where the majority of players lie.
@magusware8721
@magusware8721 Год назад
I think the Ultimate Fights in XIV handle that style of reward really well. You get special weapons from defeating those fights and a title to say you have done it. Those weapons are mostly on par with the other strongest weapons in the game with the sole advantage of them having an extra materia slot. Not enough to make a difference other than 0.x% more damage, but enough to trigger the "oooo" factor.
@gianni.sacciloto
@gianni.sacciloto Год назад
@@magusware8721 No one really does Ultimate for the Weapon stats though. Just for the shiny glamour lol
@Eyrothath
@Eyrothath Год назад
Albion Online ;)
@AFpaleoCon
@AFpaleoCon Год назад
@@Eyrothath lol no. Albion online is the epitome of doing things that don’t matter. If you’re killed you lose all the armor and weapons you worked so hard to get…
@gaijinkuri684
@gaijinkuri684 Год назад
I like the fact that I can take a break from Gw2 and still come back without my character being gimped. Also, it’s nice to be able to jump around different maps and do different things depending on how I feel with everything still being relevant.
@finitesound
@finitesound Год назад
Absolutely. Every map in GW2 in still relevant, and so few MMOs can say that. Especially not the other big ones like WoW and FF14.
@DontHateMeCausImSexy
@DontHateMeCausImSexy Год назад
Also like having zero progression in a decade?
@finitesound
@finitesound Год назад
@DontHateMeCausImSexy zero progression? Someone hasn't played the game. There may not be numbers to chase but there is still everything else. Legendary gear, mastery points, collections and achievements, etc. Not to mention new content every expansion.
@gaijinkuri684
@gaijinkuri684 Год назад
@@finitesound Well said.
@GorgeousFortress
@GorgeousFortress Год назад
GW2 is also comparatively a small MMO for this very reason. The market pretty clearly dictates what there is demand for. But I'm glad there are options regardless
@HelloFellowMellowMarshmallow
I always appreciate horizontal progression. It makes me go back to play again an again for a long time without any issue, unlike its counterpart which gives off massive FOMO and once I don't play for a certain period of time I just tell myself that I'm certainly behind everyone else and I just never touch the game again.
@BigMo_77
@BigMo_77 Год назад
There's one thing on vertical progression I'd like to say: you can still have a great experience alongside the gaining of power. It doesn't have to be a mindless grind. However, games that have both the experience and the reward are very few and far between (I believe)
@Toliman.
@Toliman. Год назад
The issue of vertical progress is the incentive to keep going is not based on a need, and there’s no way to avoid the “train” always moving forward. Tying progress to success is not enough. You need to create a desire to return to playing the game that can affect multiple people… and all of those people need to be happy when they don’t succeed. Especially when they fail. Progress can become dull when there’s no longer an adrenaline or a high. Unless you create a Tier or plateau and let people reach different plateaus to allow for incentives and other benefits to accrue. You would need to be confident that people would come back to play the game once they reach the peak. Or prevent those at the peak of a tier from terrorising those below. It’s not impossible, but difficult to keep people from falling into bad habits. Or chasing the Dragon.
@cupriferouscatalyst3708
@cupriferouscatalyst3708 Год назад
I thought this too. While I can't relate myself, I imagine that at least a good portion of "power chasers" genuinely enjoy the game and just see the power as a reward at the end. Like, instead of seeing the credits and "Congratulations!" like you would in a single-player game, you get to see your character being awesome as a congratulatory gesture for getting through all the challenges.
@remyd8767
@remyd8767 Год назад
Curious. What games are doing this well?
@ionrazvan126
@ionrazvan126 Год назад
Wow , I go make battlegrounds no good items no fun, so let s farm items, pve is the same for greater mythics that are harder to do and not boring like m0 and so on, I logged into wow and get back to grinding second job
@chumlee9562
@chumlee9562 11 месяцев назад
Play classic
@riukenavatar8625
@riukenavatar8625 Год назад
I like vertical progression, but not for being more powerful than others. I like being able to look back and see how I've progressed myself and become more powerful than I was before. A bit of horizontal choice in which improvement to get first is all I need to feel like I'm deciding my own journey.
@arkhamcreed4326
@arkhamcreed4326 Год назад
Horizontal games can do this too though. Imagine a new raid boss that only takes damage from a new mechanic. The boss is no stronger than previous bosses, and your gear is no better, but it that boss is still impossible (or at least difficult) to beat without using the new mechanic. This grants a feeling of mastery and power even without increasing any numbers. A great example of this is actually God of War; you spend most of the game with an ax that does frost damage, and then later unlock the classic chain blades that do fire damage. Neither is any stronger than the other, but the different damage types make them useful against different enemies so unlocking the blades allows you to "become stronger" and defeat previously impossible foes. Likewise the move sets of the two weapons being different makes them feel like two completely different playstyles.
@riukenavatar8625
@riukenavatar8625 Год назад
@@arkhamcreed4326 The concept is nice and I certainly like to imagine a game working that way, but in practice it doesn't have the same psychological effect. With vertical progression, if I progress to a new tier and get stronger, when/if I go back to a previous tier, perhaps to help a friend with it, I can see how my character has improved. Sure more options and simply player skill do have their own improvement effects, but it's just not the same feeling as seeing something you used to struggle with become noticeable easier without any change of effort. Even more so when you tried something that was simply too hard for your current progression before, then going back and having a fair shot at it later.
@antoinehanako3193
@antoinehanako3193 Год назад
I like horizontal progression, but not for having more choices. I like being able to look back and see how I've progressed myself in getting more knowledgeable and more skilled than I was before. No magic sword will save me, I have to get better at game to get more powerful. Nothing wrong to have a bit of vertical stuff here and there, but ultimately vertical games feel a bit like idle clicker for higher numbers in the end to me and not much more.
@loofy530
@loofy530 Год назад
Vertical progression doesn't really offer that in most cases though, or do you really feel more powerful than before when the enemies in high levels are just the same basic wolves from level 1 but with more health and damage?
@lordhughmungus
@lordhughmungus Год назад
@@antoinehanako3193 Pretty much what I was thinking. Vertical "progress" is just watching a meaningless number go up, you don't really see that in any genre besides MMOs and unsurprisingly, those other genres tend to be much more popular and successful. There's definitely a place for ilvl grind but MMOs are far too reliant on it as a substitute for meaningful content.
@Rincewindl
@Rincewindl Год назад
I just really enjoy how Gw2 dosen't have a sub. I wish more MMos would do that. I really do.
@shadycat8898
@shadycat8898 Год назад
I prefer sub fee because it’s the fairest exchange of “spend money get content” and keeps all dev focus on the game. Devs are incentivized to make the game fun rather than make things to sell. You technically could spend on a cash shop without even being an active player. Sub fee games are harder to bounce around on though so I do like that GW2 can be hopped in and out easily.
@starjun8144
@starjun8144 Год назад
Do you enjoy the lootboxes, rampant microtransactions and dozens of booster items commonly seen is cheap pathetic chinese mmo's instead?
@randomdeliveryguy
@randomdeliveryguy Год назад
I think it's funny how overprices all subs are in MMOs and people still garble on it. 15 dollars a month for you to use 0.015 cents of a server bandwidth isn't very fair. Very rarely the free updates are worth it too.
@sesper3871
@sesper3871 Год назад
@@starjun8144 If that means that I dont have to spend 150$ every month because so many companies from not only MMOs are taking the sub method, yes
@ANDELE3025
@ANDELE3025 Год назад
@@starjun8144 You know, GW2 in its beta when it still had a fraction of the GW1 devs didnt do that. Gem store was character slots, rename, etc with in city only/RP costumes. Boosters started as quest reward token vendor trade ins to get other resources faster to reward those that spent their time just playing around and fully exploring.
@sabaqumurasaki7513
@sabaqumurasaki7513 Год назад
Seeing Guild Wars 2 sponsor Josh makes me so happy! I play GW2 since 2015 and back then it was so niche that after path of fire and the icebrood saga being announced I thought it would just die. But it didn’t! Arenanet really pulled themselves together, they reset their goals and now GW2 is thriving more than ever! It is truly great to see an mmo rise from the brink of death, especially such a great one. There has never been a better time to play GW2 than now.
@mott1992
@mott1992 Год назад
I'm gonna start replaying. I played back in 2012, and it was a blast. I really want to "experience it for the first time" again, and it seems like a good time to gather some friends and logon.
@3Diva
@3Diva Год назад
Guild Wars 2 is the only game that I keep going back to again and again. I take breaks but it's such a fun game that I've been playing on and off since it's launch and still have a lot of fun everytime I decide to play. I've been playing MMOs for decades now, but GW2 really is the best one I've played hands down.
@prieston
@prieston Год назад
>and back then it was so niche From my experience since GW1 (which means I was very interested in GW2 development and I do remember the Commando class teaser) and Betas it was always filled with players with an exception of one time period: 1. The playerbase got lower back then due to sPvP (people were boosting on live stream tournaments; it was that neglected) and WvW issues (meta, unbalanced servers or smth; a lot of guilds left as a result) leaving only limited Fractal grind as a late game PvE content (with not much ascended gear and infusion options; some Fractals were not fun to grind). All these stuff were reworked, changed and added but there was this particular time frame when people were leaving / taking a break.
@Ellimist000
@Ellimist000 Год назад
@@3Diva this is exactly why I stopped playing WOW when GW2 launched. I was a busy college student and grinding to the ever further out of reach end game of WoW during the cataclysm/pandaria era was unaffordable.GW2, like GW1 was something I could always get back to, and everything you did seemed to matter (it's only more so now) and plus, to my knowledge, no one else had the world events, puzzles, and mini dungeons that lent themselves well to horizontal game play. And it was built to be so much more social than WOW was, possibly more than it is today. Like every other map was like the best of the old Barrens chat, except that people were actually incentivized to help each other
@Ellimist000
@Ellimist000 Год назад
@@prieston yea it is weird to think of the things they made mistakes on that took a long time for them to fix and some only within the last few months (hello dungeons, nice to finally play you, living season 1 🤣)
@OnihOne
@OnihOne Год назад
Seeing Josh get the recognition he deserves is awesome and I'm happy to tag along for the ride, grats on the sponsor !
@JoshStrifeHayes
@JoshStrifeHayes Год назад
Thanks bro :D
@MrTomEdo
@MrTomEdo Год назад
I am a huge fan of horizontal games. I'm also glad Fashion Wars 2 gets more attention. When it comes to horizontal experiences, that is the game to play. The rest of the guild is all stacked on legendaries that require months of grind? No problem, I can still keep up with my exotic/ascended gear while chasing new fashion choices from the expansions over stronger eq since the difference is not very high.
@256shadesofgrey
@256shadesofgrey Год назад
There is no difference in power between ascended and legendary. The only difference is convenience. So even those are horizontal progression.
@RedNuii
@RedNuii Год назад
@@256shadesofgrey also unique cosmetic
@michaelsmith7561
@michaelsmith7561 Год назад
Most MMO's have both systems in place to a greater or lesser degree, but are weighted to one or the other. good video, keep them coming!
@deftestaphid2026
@deftestaphid2026 Год назад
I think your talking about a Balanced progression system. I think that's the word you wanted.
@rawrizord
@rawrizord Год назад
No shit
@shroomzBacteria
@shroomzBacteria Год назад
@@rawrizord i would rather it balance on the side of cosmetics, makes power more important when you get it and less of a stat increase
@Toliman.
@Toliman. Год назад
Plateaus exist, ie tiers and expansions. The “Balance” is always there so that you can migrate and spread out players physically/logically. The problem is that you need vertical for popularity, but it’s a rush and has a significant drop once people have hit their own “wall”. Horizontal games require a lot of creative material and creep. You might value the horizontal for the long term, but it needs a purpose. Because a game that is “too open” doesn’t attract patrons or customers.
@callmequaz9052
@callmequaz9052 Год назад
One thing i love about guild wars 2 is how your attacks change depending on your weapon. Just started, I'm an elementilist and uts described as a highly versatile class. You have up to 5 attacks, sigis not withstanding, but those attacks can change if you have a different weapon.you can also switch between 4 different elements, changing your attacks. Once you unlock the ability to switch weapons during combat, you now have at least 40 different attacks at any given time. Madness.
@alesgrym4622
@alesgrym4622 Год назад
Coming from 13 years of WoW and 2 years of FF14, this video made me decide to give GW2 a shot. Makes me sad that I didn't give this game a chance sooner. So thank you for that. Great video.
@triple1
@triple1 Год назад
The same for me, a long time WoW and FF14 player. Just started and GW2 may be my favorite mmo so far. Can't ever see myself going back to vertical progression.
@Daniele-PierreDuLac
@Daniele-PierreDuLac Год назад
Good to see this kind of video. It’s become increasingly rare over the last few months.
@JackWolf1
@JackWolf1 Год назад
Now I’ve got to ask: where does Final Fantasy XIV fall on this? I’m asking because it features both a climb for Power, but also expands in several directions, and older content stays relevant as you not only get synched down if needed, but the items gained can also be valuable as Glamour. Plus, there are mounts and minions that are always worth chasing.
@frosthammer917
@frosthammer917 Год назад
@@JackWolf1 that is still vertical progression. Vertical progression doesn't mean there can't be content that isn't about gaining power or equipment. Basically every MMO since WoW(and probably before but I don't know well enough to say for sure) has included some cosmetic collections or rewards. Like titles or mounts or skins or whatever else they've come up with. Some do it better and some worse but it is fairly universal. But if the core progression of the game is about power then it is a vertical progression game.
@fortidogi8620
@fortidogi8620 Год назад
@@JackWolf1 Agreed w the above, its absolutely vertical in the core gameplay loop. It works horizontal elements in by necessity. Youll find most games are a mix either way. The level sync and roulette systems are just clever ways of covering for a clear weakness of the game's intended treadmill. Its not a bad thing necessarily, its just how it is.
@DavidJMunoz-kn2qh
@DavidJMunoz-kn2qh Год назад
Horizontal progression is good for World Map. That's something I learned from WoW and GW2. And that's something I want to see figured out with new MMOs by developers, I want to come back to low level zones to find something else to do there, not only pick some ores and good bye...
@11235Aodh
@11235Aodh Год назад
No adding yet another vista to an already cleared map is not my view of horizontal progression. It was one of the things that drove me away from GW2 instead of bringing me in.
@DavidJMunoz-kn2qh
@DavidJMunoz-kn2qh Год назад
@@11235Aodh You're actually right it may need more, but I liked the World Events and the World Bosses, the questing system, the jumping puzzles, even the vistas. It's very innovative imo. And at least map completion is in there for you if you need to bring people back to their uncompleted low level zones. But yeah, it still needs more, the question is, what else could they bring to the table? They went the extra mile already, at least when compared to WoW empty maps full of low level NPCs, ores and plants.
@Arrow333
@Arrow333 Год назад
@@11235Aodh David wasn't talking about invalidating previous progress by expanding it and just increasing that type of grind, I think. What - to stay with that example - GW2 actually did was introducing new dynamic events to maps. There are attacks by different enemy factions / creatures happening from time to time, like the rifts or ley line things. There were also some other permanent changes to the maps, which may have introduced new POIs, but the point of change wasn't to add that in. Also: It is way more better to add reasons to revisit the map several times (if you like to) instead a one time incentive to revisit a location.
@fabuloushetero1228
@fabuloushetero1228 Год назад
@@DavidJMunoz-kn2qh I agree with David here, the way GW2 has handeled the map design makes it engaging to come back and 'complete' the map, and the way World Events work in GW2 are the real reason to play the game, but the trade off is that the instanced Raids and Bosses imo for GW2 are less engaging than that of WoW or FFXIV. GW2 Bosses all feel like hit till it dies bosses.
@11235Aodh
@11235Aodh Год назад
@@Arrow333 Yeah, i get your point, and tbh i haven't played GW2 in a long time (2014 prolly) but seeing the 100% map completion drop to 99 or 98% to me was just demotivating.
@innosoul7837
@innosoul7837 Год назад
I'm definitely a horizontal type. I like experimenting, finding new ways to overcome challenges. As Josh stated, the process is more fulfilling for me than the end result. I could create a build that has turned out pretty terrible but tinkering with it and drawing out its full potential is an enjoyable experience. The experience and knowledge from that process is also valuable for future builds. Though as you said some games introduce so many features that finding something enjoyable is the most daunting task and you often feel burnout from searching for something interesting before actually doing it.
@Psycho683
@Psycho683 Год назад
This is an interestingly well timed video for me. I came back to Guild Wars 2 after a 10 year hiatus in which I played from launch and no-lifed to get ahead of the curve. In that time I acquired a full set of exotic crafted gear, the highest quality at the time, explored all the content in the personal story quests and the overworld. Shortly afterward through a combination of burnout and running out of things to do, I left. Fast forward 10 years, I log back on again. I open my mail to see 10 birthday letters, organize my inventory for an hour before realizing material storage now exists and muddle through the several dozen of freebie consumables and skins I've been sent. Swap my TMNT Shredder looking gear for a full set of Luminous and I embarked on 'new' content. While the game is as high-quality as ever, I might have made the realization I enjoy vertical progression more. I still feel like my character is powerful and I'm knocking down story quests with no real challenge or personal investment in the story. I don't remember any of these characters and they're addressing me like I'm their commander-in-chief. It really raised interesting questions for me on the reasons I play games and the tradeoffs of horizontal and vertical progression.
@omega73115
@omega73115 Год назад
I'm pretty sure material storage has been in the game since launch.
@Psycho683
@Psycho683 Год назад
@@omega73115 Guess it took me 10 years to discover then. Either that, or I was crafting a million items before logging off. I genuinely have no idea, but my inventory was a mess.
@Arrow333
@Arrow333 Год назад
@@Psycho683 The material storage was there, but a few things have been added to it. Also some stuff has been converted into currency since then. If you are talking about the story in the base game: There is a considerable jump in difficulty in Heart of Thorns and also in some endgame activities available for base game only users. I suggest testing that out. But following your description of your playstyle ("get aheead of the curve") I can totally see that GW2 might not be a match for you.
@SigmaSyndicate
@SigmaSyndicate Год назад
An important point I think was missed when discussing horizontal progression is the importance of in-game cosmetics. While those can seem trivial, think about FFXIV, a game that is about 80% vertical progression, and how much effort people put into running older content to obtain glamours, mounts, and furniture. Those can become a easy form of creating horizontal progression for older content that keeps it relevant well beyond the point where the gear is no longer the "best" thing.
@MrTomEdo
@MrTomEdo Год назад
That's a thing that I hate about WoW. I want to grab cosmetics from older dungeons but, since I'm way above their level, the process is super boring and I dont enjoy it.
@NeoMusicGamer
@NeoMusicGamer Год назад
To be fair, talking about doing old content for glamours in 14 I think deviates from the discussion topic. Getting a glamour isn't really "progression" in any sense. I think if you wanted to discuss running old content for horizontal progression's sake, I feel Blue Mage is the content that really would be the topic of discussion. Old raids done at level award titles and mounts, and many spells you can learn are not inherently stronger than another. Flamethrower mechanically the same damage as Electrogenesis from an expansion later, as well as Feculent Flood from another expansion after. Blue Mage has some vertical progression ofc, but the way its spells are designed are very horizontal compared to the level of content you actually are running EDIT: My word choice about glamour collecting not being progression "in any sense" is quite far from what I intended. It certainly is a valid form of personal progression but I do not believe it to be a designed progression system proper, in the case of 14 specifically that is.
@druidobianco9734
@druidobianco9734 Год назад
Elder scrolls online knows it really well, even the devs acknowledge that “fashon is the real endgame”
@KennKuun
@KennKuun Год назад
@@NeoMusicGamerI disagree that it deviates from the topic. Content is content. There have been times in Monster Hunter Rise where I started doing lower-level hunts because I just wanted to collect every armor set for the sake of doing it. I'll admit that progression is still a factor since armors have a unique collection of skills on them, but the primary purpose was simply to do everything there is to do.
@SharienGaming
@SharienGaming Год назад
@@NeoMusicGamer why would obtaining costmetics not be progression? just because you are not getting power, does not mean you arent progressing you experience the story and challenge on the way to that cosmetic and the end reward improves the variety of things you can use
@sbz666_
@sbz666_ Год назад
Watching this video makes me realize how well OSRS balances vertical vs horizontal progression. OSRS is my "main" MMO but like most players I have taken a couple extended breaks from the game. When I've returned it's always extremely easy to get back into things. There might be new ways to train skills but the old methods still work too. There might be new gear added but my old gear is still perfectly viable. You just consult the wiki a few times when you run into something new and before you know it you're gaming again.
@Xenoun
@Xenoun Год назад
I've just spent 280+ hours playing a new OSRS account after not touching the game in 10 years or so. Had fun learning the new systems but it makes me want a game that's "like" OSRS but isn't OSRS....I love the skilling system but the grind wears on you after a while.
@Gr8Potato
@Gr8Potato Год назад
What do you think about the new updates within the past year? That's how long I've taken a break from OSRS, and it seems like a relatively large step in the vertical content direction.
@gunnsygaming4940
@gunnsygaming4940 Год назад
OSRS IS ASS
@Bsquad665
@Bsquad665 Год назад
@@Xenoun have you tried rs3? I know it sounds dumb but I felt similar and my buddy asked me to switch so I tried it and it definitely hits that RuneScape itch and it has some grind but it’s much smoother and not so elitist
@Xenoun
@Xenoun Год назад
@@Bsquad665 I haven't, was considering it. What put me off of trying it was hearing it has a worse botting problem than OSRS. The bots are the main thing I don't like about OSRS.
@3Diva
@3Diva Год назад
I used to be a verticle progression player; I wanted to reach max power and max gear ASAP. But as I've matured and gotten a bit older, I find that the experience of playing and having fun has more value to me than just grinding for "moar powa". That's why I keep going back to Guild Wars 2, it's just such a pleasant change of pace from the constant grind of many other MMOs and I always really enjoy playing, even if I end up not really "getting much done". Just playing is reward enough.
@TheUnseenPath
@TheUnseenPath Год назад
It still has instances of vertical power though there is gear that is far better than what you have.
@3Diva
@3Diva Год назад
@@TheUnseenPath What now? I have full Ascended on my main character, so I'm not sure what you mean by "there is gear that is far better than what you have". There's no gear that has stats better than Ascended.
@ReflectionEternal2
@ReflectionEternal2 Год назад
Love this video! There's something (somewhat) related to this I'm wondering if you'd be interested in talking about. Dead cities in MMO's. In the MMO I play people either congregate around the starter cities or the endgame city of each expansion. What are some good ways to keep at least a decent population in cities usually accessible through the middle of progression?
@cupriferouscatalyst3708
@cupriferouscatalyst3708 Год назад
I'd love to see that too! It's really a pet peeve of mine when I get to some supposedly major city with lots of resources and trade, and then it's just empty. Even worse when an NPC specifically says something like "you'll love this city, it's so bustling and full of people from all walks of life!". I get a similar feeling too when there's like a big enemy camp right nearby and some NPC saying "man, someone better stop these cultists or whatever before they take storm our city and begin taking over the world!", but as a player you know that no one has fought those cultists in years and they're always gonna be standing by the city gates, locked in eternal combat with some guard.
@voidbite
@voidbite Год назад
horizontal progression.
@TheSinaqui
@TheSinaqui Год назад
Really makes me think about Warframe and how it has problems with both power creep and feature creep. There's so many things to unlock and so many tiers of power to achieve that trying to get a new player into it is just way too daunting. Such a cool game, but the glue has turned to rubber with time.
@MelfiSilver
@MelfiSilver Год назад
New-ish Warframe player here. Started late 2021. The game does have a shit ton of things to unlock, but it unravels before you gradually at your own pace. For the first 300 hours of playtime I had been logging in every day to find something new. Every. Single. Day. It was like a bloody Christmas. Never felt pushed or intimidated. Hell, I first learned about Liches at about 200h and found out that Railjack EXISTS at 250h. Eventually stopped playing after 900h because I just ran out of shit to do =)
@SodiumWage
@SodiumWage Год назад
I think the complexity is what attracts a certain type of person to the game. Take, for example, mods. At first mods seem overly complicated and there's no good tutorial in the game to walk you through how it all works. For some players they might look at mods and just quit the game because it's just too much to take in, especially when they are dying a lot on missions because they've modded poorly and are too weak. But the players who stick with it (ask in chat, look at wiki, watch a video, experiment on their own) are players who like trying to figure complex systems out. And Warframe is all about trying to find a good frame and weapon combination and then figuring how how to mod them creatively to then do the content well. That's what the game really comes down to and so the game sort of self selects for players who like that sort of thing and are motivated to creatively solve "complex" systems in order to play well. So in that regard the new player experience for Warframe is really good in that it pretty quickly weeds out players who might not do well at higher levels when they're required to get very creative with mods and frames and weapons and all the other interconnected systems. And I don't mean this as some form of gatekeeping, I'm only saying that certain games appeal to certain types of people and Warframe appeals to a certain type of player. Loads of games are like this: some people like unusual combat such as the Xenoblade series, and some might enjoy mastering complex inputs like Guilty Gear. But people who don't like that sort of thing will just move onto something they do enjoy until they find the game that's right for them. So Warframe isn't really unfriendly to new players, it's just being really honest about what the game expects from the player very early on.
@LCDqBqA
@LCDqBqA Год назад
I called it quits on warframe when they started priming quest reward frames. I haven't played in many years but mesa and harrow come to mind. Both taking a long time to unlock and you were rewarded with a great and unique frame. Harrow took me over 40hrs to unlock, then they release a prime version you can instantly buy for 100plat and is superior in every single way. Digital Extremes should've made it so making a prime version of a warframe required the original frame as an ingredient of the blueprint.
@robbybevard8034
@robbybevard8034 Год назад
​@@LCDqBqA If you quit when they priemd mesa and Harroww, then you're not aware that for almost three years now there's been the Helminth system, where you sacrifice old frames to donate their special moves to other frames. And you have to use the base version, primes won't work. Also, Primes take *four years* before they show up,, and they're only around for a limited time. Yes for a brand new player that happens to show during the period theyh're out, its often easier to get the prime than the base, but for a solid 4 years prior to that the quest is the only way and that's plenty of time for a thing to be relevant for a game that is always releasing new content. Also base verisions are still worth XP so until you get to MR 30 they're worth getting purely as mastery fodder.
@FelisImpurrator
@FelisImpurrator Год назад
Honestly, as a horizontal player Warframe is pretty good... Except when it listens to the hardline vertical progression meta chasers, who seem to be entrenched in the idea that it's their game and it should be designed around them.
@ima6pack
@ima6pack Год назад
I'm a huge fan of horizontal progression. This is why I play ESO, as it has so many unique sets to attain and while some are more effective than others, the variety allows for countless playstyles. In the same vein I also prioritize Roleplay over performance, mostly grinding for things that allow me to customize my aesthetic or playstyle
@arsarma1808
@arsarma1808 Год назад
I definitely enjoy ESO for this reason. I do feel like I have more options to express myself in a build. Destiny 2's vertical progression is basically tacked on. It's horizontal progression/build crafting is more important.
@fus132
@fus132 Год назад
FireFall, an MMO shooter that's no longer around, in it's early days had a great horizontal system in place. The world was truly open, with dynamic events appearing in every corner created by the game itself, like a mini-dungeon opening, or a random road encounter, or *literal city-hub sieges.* As well as player made ones, for example, you could use a "Scanhammer" to survey nearby terrain for crafting materials to mine, then call down a huge drill (called Thumper) on that location (again, anywhere in the world) that needs to be defended from waves of mobs as it mines resources, and the longer you defend it - the bigger it's mineral reward would be for all players that participated. It's class system was awesome too, you had 5 class archetypes with 2 sub-classes each, *and you could swap between them freely at any time,* while still being useful at any point of the game. And then they decided to scrap all of that, and went for a good-old-rotten vertical, level locked progression system, with static quests and no mining or crafting at all. The game was shut down shortly after, lol.
@Thalanox
@Thalanox Год назад
These video essays are damn close to legendary quality. Absolutely superb writing, clarity of explanation, speaking style, and decent visuals to accompany the essay. I also really love that the subject of the video is one that's going to be relevant for a wide section of the gaming public. Wider than the number of people interested in some flavour of the month game, at least. It means that if I'm trying to recall a specific quote or aspect of your argument, I'll be able to recognize at least which video to go to to reference the idea, unlike all those discussion videos I've watched that were titled based on some date, or based on some irrelevant news story of the week.
@zappodude7591
@zappodude7591 Год назад
9:46 - Vertical progression has the same problem in reverse. Vets have to tell new players which features have been overwritten in the efficiency hierarchy and need to be ignored.
@SharienGaming
@SharienGaming Год назад
that would make me want to make them work even more - bunch of munchkins aint no business telling me to discard a mechanic just because it isnt "optimal" also the very fact that there is such a hierarchy means youre talking about vertical design... if its objectively more powerful its not a horizontal change
@CErra310
@CErra310 Год назад
​@@SharienGaming Read the comment again
@Ithirahad
@Ithirahad Год назад
Vertical progression is actually even worse with the long tail of outdated and often fully redundant mechanics that the development path leaves behind over the years. With horizontal progression, it's at least POSSIBLE, if somewhat difficult, to ease players into every new mechanic and get them caught up, without having to do tons of strictly retroactive onboarding/NPE updates that provide nothing for existing players.
@CErra310
@CErra310 Год назад
@@Ithirahad hit the nail on the head with this. Final Fantasy XIV is a great example, the developers are struggling to deal with an evergrowing heap of old, outdated content and stretching themselves thing trying to not make the beginning of the game a pain to get through
@SharienGaming
@SharienGaming Год назад
@@CErra310 oh thanks... for some reason my brain read horizontal there and then never questioned it... well now i feel suitably silly
@ElenaTheMenace
@ElenaTheMenace Год назад
I've been both in the same game at different times. For example in FFXIV I have done progression raiding, but right now I'm focusing on gathering and collecting pretty things for my character to wear. I always feel my relationship with MMOs is healthier when I take a more casual attitude.
@Sniperbear13
@Sniperbear13 Год назад
FF14 has a good balance between the two, its mostly a vertical progression, but a lot of people love to do things just to make new outfits and stuff. old gear still has a use.
@lalikus2258
@lalikus2258 Год назад
@@Sniperbear13 This is why I settled with FF14 even tho I'm a horizontal progression type of player. They somehow managed to acomodate both types of players in the game, it has content for both types to enjoy and feel good about it.
@Kurakresh
@Kurakresh Год назад
@@Sniperbear13 I agree. Even outside of outfits, things like tribal quests give mounts and entertaining stories, while bonus content like Eureka or Bozja deliver a twist on the combat formula that you can't get elsewhere (via use of Logos / Forgotten actions).
@wepoststuff
@wepoststuff Год назад
Glamour is the true endgame in FF14 tho :p
@Hosenbund1
@Hosenbund1 Год назад
FF14 doesnt really have much vertical progression though...its a horizontal content game basically u arrive in endgame and ur already good to go with ur gear.. and u get some little bit better stuff from savage raids.. what else is there to progress?
@Vaihog
@Vaihog Год назад
I've been playing Lineage 2 for so long so GW2 was the first time I'd ever played a game with Horizontal Progression. Loving it so far.
@UnrivaledPiercer
@UnrivaledPiercer Год назад
As a long time Lineage 2 player myself it was never more clear how bad Lineage 2's progression system these days has become. Not only is it 100% vertical progression, but it's vertical progression with feature creep and no direction. There are SO MANY things that you need to be doing to reach that vertical progression goal and the game does a horrible way of teaching you. Not only that, but with how horribly P2W it has become, even someone with a lot of money would have no idea where to start spending either. It's just horribly designed by all standards. In its prime it was an amazing vertical system, but now not so much.
@Mrneonsean
@Mrneonsean Год назад
This is why I like PVP games like overwatch because Your strength is not determined by your stats, it’s determined by the unique abilities each character has and your skill. Each character has advantages and disadvantages but no one is stronger than anyone else, I wish they would apply this concept to an MMORPG
@whiskeyfalcons
@whiskeyfalcons Год назад
As a PVP player in both WoW and GW2 player I can solemnly say that vertical games are more task oriented and horizontal games are more casual oriented. WoW felt like a job and GW2 feels like a pickup game when you want to relax. GW2 gives you the options to do what you want and WoW tells you what you have to do
@yankokassinof6710
@yankokassinof6710 Год назад
i mean, i guess thats how most see wow, but personally i dont think that that is enough to stop me, i didnt go after legendaries in wow up until i was like, doing +10s last year, and only this month i got my BiS and Unity legendary, i didnt do torghast for so very long, and yet as a solo player my 262 boomkin was enough to solo 190 or so runs until i got all the ashes and cinders and whatnot required for the BiS leggo. But yes i will not deny what the playerbase feels and experieces, shadowlands really does have way too much shit standing in the way of the power fantasy of becoming powerful, the challenge should not be acquiring ur gear and powers, but rather doing content WITH such power I do think tho that the covenant campaigns were a nice progression except for the fucking 80 RENOUN to level trough, it should have been originally 40 with all the same rewards imo. And fuck the maw, such a terrible game design...poor audio balancing, excessively melancholic and tedious, made me wanna sleep, annoying music and VERY annoying mechanics and mobs I do think Dragonflight is gonna be good tho, because they are changing a bunch of fundamental issues with the game, lets see what comes of it
@wtfdtreats
@wtfdtreats Год назад
Waiting on the day a mmo can integrate both fantastically lul
@cattysplat
@cattysplat Год назад
@@yankokassinof6710 Honestly think Activision had some influence over Blizzard's decisions on retail WoW. CoD always forced you to grind levels to unlock guns, often requiring you to level up to maximum before you unlocked everything, where the game actually began because you could finally be competitive. But even then most played for the progression and chose to prestige back to level 1 anyway. Putting endless grinds into WoW seemed to be the objective as it kept the CoD playerbase playing so effectively.
@256shadesofgrey
@256shadesofgrey Год назад
@@wtfdtreats Have you tried ESO? It has mostly horizontal progression. There is a vertical component that at a certain point becomes negligible because of hard diminishing returns. But there is still a meta that keeps changing, because they change game mechanics in subtle ways or add new sets that create new kinds of interaction between sets and mechanics which may produce measurably better results. But at the same time, these things don't outclass the old setups by so much that you couldn't complete new endgame content at the highest level. And often it's something old and forgotten that never has been meta that becomes the new meta. Basically everything sensible (and you can have nonsensical builds because of the design of the game, but let's not go too deep into it here) performs at 80-90% of the meta builds, and barely anything ever slips below that, allowing people who had taken a 5 year break to jump right into the newest content. At the same time the meta keeps changing, always giving power oriented people something to chase to stay on top. Overall power creep still exists in ESO, but it is either situational or very slow. And if history is an indicator, the old builds will keep creeping along too, because the overall creep comes from changing game mechanics and skills rather than new gear.
@illeire2627
@illeire2627 Год назад
@@256shadesofgrey I used to play ESO it was awesome untill devs continuously start to break and destroy the build you took month to make viable, you change it and they do that again and again, and now they took away Heavy and light attacks! gg wp farewell
@Shabanezloth
@Shabanezloth Год назад
It doesn't have to be a dichotomy. A game can have vertical progression up until max level, then become more of a horizontal progression, so you get the satisfaction a seeing the damage numbers go up, while not having older content become obsolete. Also, if we say that a vertical progression has a 90° line and horizontal progression has a 0° line, you can very much have a game where your progression line is at 10° or 20°. So over the years, with new expansions, there would be a slight amount of power creep, but not enough to make old content useless. And the focus of the new items is not directly to be more powerful than older ones, but to give more builds variety. Of course, with more builds variety, there will be more ways to min/max your character, leading to a little bit of powercreep.
@singlezergling
@singlezergling Год назад
You hit on something very relevant to my experience playing EverQuest, which is a game that has both too much power creep and feature creep. If I logged into Live EQ today, not only would all of my items be outdated and nearly useless, but I would have no idea what I was doing because so many features and systems have changed. That's why I play the Time-Locked Progression servers every year. It keeps me in my power and feature comfort zone, which may be the real reason I enjoy it so much.
@SingaporeLyfe
@SingaporeLyfe Год назад
I like the way you categorised and elaborated the vertical or horizontal progression. It's very concise and relatable to personal experiences
@athingwhichexists
@athingwhichexists Год назад
Thanks man, you managed to put words to something I couldn't. For a while I noticed me and my friends had been playing less and less games together, and when we did we'd always have completely different goals/pathways to getting through our game/what we wanted to do in it. Using your words, my friends would all be vertical players while I am a horizontal player. For example: take a game of minecraft. We'd start a world and within a week my friends have already beaten the end, got fully enchanted netherite armor, and made a fortress castle to store it in. Meanwhile I am still using iron armor, have no enchants, and haven't even touched the nether, but if you'd look at our gameplay you'd see they basically beelined everything while I had journeyed to a distant jungle, got an army of parrots, tracked down some wolves and llamas, and had begun making a long tracked journey to the farlands using nothing but a mobile base made of llamas. Whenever we play MMO's they always try to go through wikis to find the best possible stuff while I take my time, read through the story, and only go for the items that cross my path and see where my journey takes me, though more often than not I try to give myself some challenge as well like only use noncombat equipment or only kill specific types of enemies, etc.
@LuaanTi
@LuaanTi Год назад
What's really painful is that for many of those vertical players, they don't really _enjoy_ the game. If you get them to role play and just have fun with the game and avoid the guides (meaning "the quickest way to the top", not "what to do if you're stuck on X"), you'll have a lot more fun individually _and_ in a group. It's kind of ridiculous if you think about it: the point of games is to have an enjoyable experience and an appropriate level of challenge. So why oh why would you just rush _to the end_ using a pre-discovered "optimal" path, robbing yourself of all the discovery and fun? Maybe another way to look at this is that the vertical players are into games for _the winning_ . They tend to be the guys who get extremely frustrated whenever it seems they might not win in the end, and they throw a tantrum and quit when someone else is doing better. Horizontal players are into games for _the playing_ . The journey, the friends, the discoveries, the fun, and yes, even the low points, the failing, the losing, the trying again. Vertical games are _very_ poorly made for enjoying with a group of friends. As soon as one of you gets just a bit too far ahead or behind, they're dropped from the entire experience. There is no meaningful way you can play together anymore. The rush to the top can be thrilling if everyone plays as often as possible... but you inevitably leave anyone who can't keep up behind. That's also why people don't even bother dealing with groups until they get to max level in games like WoW.
@pain7958
@pain7958 Год назад
I've played and enjoyed both types of games. However, I'm in my 30s, and when I started playing games, they were played simply to have fun. I find that a lot of vertical progression games aren't attempting to be fun, nor are they generally good. They mostly just jingle keys in front of your face in order to trigger very cheap dopamine hits. They want you to feel like trash in order to make you want to prove that they're worth being on top. Especially when PvP is involved. It's extremely predatory and honestly immoral in many cases. That doesn't make all horizontal progression games good in comparison, but something like GW2 never attempts to mess with your brain in that way. You play to have fun, take things at your own pace and do whatever you want to do. And sure, having so many options available to you can be overwhelming at times, but I'd take that over being exploited and manipulated by vertical progression games any damn day.
@JohnDCrafton
@JohnDCrafton Год назад
And that's the problem with this video. Josh used a badly designed vertical progression system (what you described) and assigned it to all games with vertical progression. It's not the rule he makes it out to be.
@jgn1977
@jgn1977 Год назад
All that but the complete opposite. Horizonal progression caters to casual pick flowers crowd. No thanks, I want to be the best and not dick around with kumbyah circle jerks.
@CrazyFiredemon
@CrazyFiredemon Год назад
@@JohnDCrafton I‘m confused, what would the well designed version be?
@whilezee195
@whilezee195 Год назад
@@JohnDCrafton I thought he more used it to highlight the issues.
@JohnDCrafton
@JohnDCrafton Год назад
@@CrazyFiredemon A well designed game, regardless of what progression system it uses, doesn't make the system itself the focal point of the game.
@Griaac
@Griaac Год назад
Seeing pre-searing Ascalon always makes me cry from joy. Props on the Me/Mo build too :D
@MrGhosty0091
@MrGhosty0091 Год назад
I don't even play anymore but I still login occasionally to my pre searing perma toon just to run around and listen to the music.
@shanewk1094
@shanewk1094 Год назад
Loved the video, i was really looking forward a way to really understand how horizontal progression works since i've always played vertial mmos up until now and i am willing to give gw2 my all! Also thanks for the xp boost link i didn't even know it was a thing! Claimed and subbed to you !
@MrAdas-pe9fk
@MrAdas-pe9fk Год назад
Both are great but what gw2 does great is that i cant stop playing for months and i dont miss anything. Tho I would love some new pvp maps :V
@FellshardYT
@FellshardYT Год назад
Then you come back, and realized you weren't missing all that much worth coming back for.
@DanieliusGoriunovas
@DanieliusGoriunovas Год назад
@@FellshardYT Or come back and remember why you loved that game so much. Happens to me every time I take a half-year break off gaming - first week usually is just being surprised how the game is still so nice to play, haha
@FellshardYT
@FellshardYT Год назад
@@DanieliusGoriunovas I have a group I still play with once a week. My opinion has only been cemented that I have no desire to play outside of that context.
@davidmorris2234
@davidmorris2234 Год назад
@@FellshardYT it’s too bad that more players don’t realize that playing with friends makes such a huge difference in how players can enjoy the game.
@rept7
@rept7 Год назад
I feel like I'd enjoy horizontal progression more than vertical if the actual experiences were flawless. I love playing a combat medic during a big tough world boss battle. I hate when other players cheese a boss by having a group of 5 summon it before a group of 50 pop in to stomp it.
@frosthammer917
@frosthammer917 Год назад
I'm confused on what you are specifically referring to? If you are talking about GW2(since it is the most popular horizontal game), then it has dynamic scaling. Bosses scale based on the amount of players engaged to it not the amount who spawned it.
@FellshardYT
@FellshardYT Год назад
@@frosthammer917 Said scaling is better in theory than in practice. GW2's is notoriously finicky, leading to either not scaling enough, or scaling too much, or having people not participating still leading to scaling and causing the most important map-level meta events to fail.
@iller3
@iller3 Год назад
@@FellshardYT When I played it, we even had this Priest of Batlh event-ending bug injected into the game where Veteran Risen Subjugators would instantly cast a massive FIELD of boss-level death wells and kill every NPC almost instantly. Anet wouldn't even tell us it was a bug nomatter how many of us reported it. And then the Submarines also started getting bugged, and they never responded to any of us on those either. It was a dark time and I quit for good shortly after that.
@FellshardYT
@FellshardYT Год назад
@@iller3 Yeah, they sweep most major breaking bugs under the rug once they realize they don't know what's actually happening and have no idea how to fix it.
@DaFunkz
@DaFunkz Год назад
What has this got to do with vertical vs horizontal progression?
@smilinwolf5281
@smilinwolf5281 Год назад
Excellent video & thank you for the free pack! Guild Wars 1 & 2 have been just about my two favorite MMOs of all time, so I'm glad to hear how much you enjoy 2 as well. I never really thought of the Horizontal / Vertical before when playing MMOs, but now a LOT of my choices in games have started to make sense.
@Tomrash
@Tomrash Год назад
One thing that is great about elite specs in GW2: To unlock those, you need points that you can earn by doing differing special tasks on the maps. If you come back to GW2 after a new expansion and thus new specs released, you immediately have some task to work towards: earn those points to unlock the new specs to try. You still have a lot of freedom to achieve this (esp. if you still got stuff from previous expansions open), but at least you got a rough direction and can ease into the experience while you unlock the new specs.
@taelius
@taelius Год назад
Guild Wars 2 build variety is expanding with every patch, it's actually insane. The game is on a positive news streak right now, it feels so good!
@BerserkerForAsgard
@BerserkerForAsgard Год назад
until ANet kills some of those just because they are creative
@VanGherwen
@VanGherwen Год назад
Build variety doesn't mean anything as long as some Dps classes deal 25% more damage than others or some support build do more damage than actual supposed damage builds.
@EinfachLuap
@EinfachLuap Год назад
wish they'd have done it the way guild wars 1 did 1000s of skills and possibility to mix and match different classes even more variety!
@taelius
@taelius Год назад
@@EinfachLuap gw1 balance is scuffed though, that's why they didn't allow dual spec in gw2
@taelius
@taelius Год назад
@@VanGherwen I guess you're talking about mechanist, which is nerfed in two weeks.
@TFalconwing
@TFalconwing Год назад
as a GW2 vet since launch, I appreciate nothing more than knowing that my gear and progression in the game will NEVER be invalidated. My legendary armor and weapons? Always the best. My level? always maxed. My class preferences? Always relevant. GW2 is a game that wants you to play it as a game for the sake of being a game and any progress you earn is yours forever. I don't know that I could ever play a vertical progression game again now that I'm so used to never having to worry about it. It's just great.
@ikpts
@ikpts Год назад
Legendary will always be the best because you can change the stats. It's vertical progression to even GET legendary weapons/armor though, and it just adapts to the power creep which is, well, still vertical progression. If you think I'm wrong, look at all the players who have to re-gear to Ritualist after End of Dragons was released. People who don't have legendary armor and weapons have to go obtain a complete new set of gear to stay end-game relevant.
@joaopinheiro4396
@joaopinheiro4396 Год назад
@@ikpts ascended is very much enough. New builds coming up and needing new stats its not power creep lol. Power creep is more stats, not different stats. And literally only specter you need ritualist gears to make work the alac build. Name one other class. Guardian doesn't need it. You may want it, but you certainly can still do 100% quickness with no effort and do dmg. You use the word HAVE alot. There is WANT in GW2. You don't HAVE to get legendaries. You can get 10 sets of full ascended and it's astronomically cheaper than legendary and will cover any build you might play for like how many years?
@joaopinheiro4396
@joaopinheiro4396 Год назад
And how is getting a legendary vertical progression? How is unlucking more options that work on the same power level vertical progression? What does horizontal progression even mean then?
@justbryceosrs6205
@justbryceosrs6205 Год назад
As an OSRS player who mains an ironman, this video really helped me realize WHY I love the game mode so much. To me, I enjoy the journey to the top and being at the top. Getting a twisted bow/scythe/shadow were amazing feelings, but getting progressively better gear/pbs/being more comfortable in end game pvm were equally great. I think I enjoy the idea of vertical with the journey aspect of horizontal design. Maining an ironman really changes the way I view OSRS and, consequently, all other games.
@Beegeesek
@Beegeesek Год назад
Thanks for the great video Josh! Always appreciated.
@Nick22159
@Nick22159 Год назад
I've been playing Guild Wars 1 since 2006 and then Guild Wars 2 since release with minor breaks and I love the horizontal design. Even Guild Wars 1 feels not outdated and is imo very well aged and still tons of fun to play
@LoliLikesPedobear
@LoliLikesPedobear Год назад
Are there people on Battle Isles available for bonking each other still? :O
@JustSilen
@JustSilen Год назад
This is exactly why I'm hooked onto OSRS so much. It feels like a vertical design game with horizontal design mechanics. A very finely balanced mix of the two, an experience that doesn't feel like it completely shifts into one or the other design philosophy. There IS an objectively best choice for each of the combat styles, the best method of gaining XP while skilling, best runes to craft, best trees to chop, etc. The skills themselves are quite literally the vertical scale by which you hop from one stepping stone to another on the way to the top. Hell, the "prestige" that comes with owning lvl 99 skill capes or the best sets is what drives players forward most of the time in Runescape. HOWEVER, the way the game presents itself is by giving you the choices on how you want to achieve that top and because it takes so long to transfer from one stage of the game to the other, older content is never invalidated or overshadowed by new content. Usually, because grinds can take 100-200hours, you end up trying all the content available anyway, purely out of boredom or wanting a change of pace while still working toward that overarching vertical goal. When there are multiple training options for an overarching goal, you end up with the satisfaction of the experience of the horizontal design, while still getting the satisfaction of having reached the vertical design pyramid top.
@liamstyleschang362
@liamstyleschang362 Год назад
Thanks for this, this video really put into context something I've felt whenever I play MMOs with friends.
@AnimatronicBadgerlord
@AnimatronicBadgerlord Год назад
One of the things I love about FFXIV is it manages to keep old content relevant in multiple different ways. You level multiple Jobs in FFXIV on one character, so all of the old dungeons are relevant for your alt job progress. You also run Roulettes that put you in a random(ish) dungeon that your job can run, or lower, and scales you down to that level so that new players also don't feel stuck unable to run a dungeon no one wants to run anymore. The reward isn't exactly gear one can use at max level, but you get tokens you can save up to buy high level gear. In a way it kind of combines horizontal and vertical design together.
@jeremyoverton7047
@jeremyoverton7047 Год назад
Agreed, plus players run older content for collectibles that have nothing to do with vertical power. I'm still trying to get all the Triple Triad cards so reguarly run older content, trying to get all thiose lovely cards.
@warfighterarmy
@warfighterarmy Год назад
As a dev who advises Blizz, Amazon, and other major MMO publishers, I can say that the best balance for end-game, done correctly is neither, but a combination of both because you hit all the right spots for players of all types, it is not easy and comes down to proper tuning/scaling and balancing.
@mandisaw
@mandisaw Год назад
Knowing where the balance should be, and hitting it at all, let alone consistently, *that's* the challenge. As we've seen, even assuming massive resources, it's clearly not an easy mark to hit.
@samual_not_samuel
@samual_not_samuel Год назад
While I do enjoy vertical design, I'm definitely someone who enjoys the process more. If a normal vertical player consume content so they can become stronger, I become stronger so I can unlock more content. I especially love the leveling process in MMORPG, unlocking new areas, learning new spells and abilities, seeing my character go from a complete novice to a capable master. It's just so much fun to experience.
@LothusMFA
@LothusMFA Год назад
I m so glad that I found this channel.. I was always attracted to MMOs all the way from when Perfect World came to Brazil (10+ years ago), now thanks to you I know why I liked so much and what aspects Idid like
@robinoflocksly6342
@robinoflocksly6342 Год назад
A great topic and something I love to pick apart with friends. To go a layer deeper to this too you have to think about players who manage to hybridize and enjoy both forms of progression with aspects of both. There are major 2 things when picking your game and thats; what form of progression does it involve and then, in what ways do I enjoy progressing. I personally prefer vertical progression alot more, but I recognize and respect the virtues of horizontal and I take my time and slow down to enjoy my progression and smell the daisies when I am playing even vertical games. I love this topic, well done!
@sanfransiscon
@sanfransiscon Год назад
I much prefer horizontal progression, though I do enjoy having some vertical progression layered on top of it. I'm still into Pokemon because it does just that. Leveling and evolution are the only systems that are purely vertical, while unlocking additional encounters and moves is much more horizontal. I guess I could also use the weapons in Souls games as an example. The difference in movesets and stat scaling means collecting weapons is mostly horizontal, while upgrading an individual weapon or stats is the vertical layer on top.
@MageKirby
@MageKirby Год назад
Facts. As someone who likes making builds and such, a lot of the newer mmorpg aren't as appealing to me as something like Ragnarok Online that allowed for variety in builds and playstyle even for the same class.
@iller3
@iller3 Год назад
they sort of sabotaged their own Weight Trade-off rules by having a Ring of Havel though, and then ruined the "gains" too by making heavier armors mostly worthless in later games. ...such a shame
@sanfransiscon
@sanfransiscon Год назад
@@iller3 Honestly I'm all about Fashion Souls, with armor being pretty minimal in stats considering you can already increase your survivability by leveling vitality.
@exlsv7
@exlsv7 Год назад
When I see horizontal progression I right away think of Final Fantasy XI, I find it hard to believe any other game did horizontal progression better than FFXI at lvl 75 cap. Your equipment was situational and could be relevant for years. I am suprised this wasnt an example in the video.
@Belgrond
@Belgrond Год назад
Guild Wars 2 definitely did things way better and in larger strides
@Riposte8
@Riposte8 Год назад
FFXI is a large blind spot for him. I think he's only mentioned it once ever in all the videos I've watched. That being said, its not like playing today will give you a lot of insight into lv 75.
@fortidogi8620
@fortidogi8620 Год назад
At *level cap*, though. Thats endgame, at which point progression necessarily HAS to fan out. The core gameplay loop for the beginning to mid to end of the experience of progression is what the video's really about, I think. Youre definitely right that FFXI's combat options are insanely broad and dynamic to experiment with, though.
@Giantslayer99
@Giantslayer99 Год назад
😮 I just listened to a whole novel in 19 minutes... holy shit dude. Well done, and well said.
@Raviis
@Raviis Год назад
I am so glad I found your channel. So good.
@paxoanbose4852
@paxoanbose4852 Год назад
GW2 is such a great mmo
@ok_listen
@ok_listen Год назад
Truly a masterpiece
@buscentral900
@buscentral900 Год назад
Oh ok
@Sucellusification
@Sucellusification Год назад
My problem with that game is that is absolutely huge, and it's difficult to focus on a task
@englishtb1032
@englishtb1032 Год назад
Yeah I love garden warfare 2😊
@DemonOfMyMind
@DemonOfMyMind Год назад
Horizontal player for sure. I've been playing guild wars 2 for almost its entire life span and I was a big fan of Guild Wars 1. I loved exploring and discovering new skills and builds which are different but not necessarily better than what I had before. I love finding new armor and weapons which have different uses or open up different builds. Vertical progression only keeps me interested for so long. Eventually I burn out and I stop caring about the number increase of this skill and I begin to be disillusioned by the fact that many of my favorite skills I've grown to love are either replaced or obsolete.
@dillonvillon
@dillonvillon Год назад
Complete opposite for me. I feel I have nothing to strive for in gw2 now. Got all my gear and my play styles. Nothing new drops for me that I need or even want. Can't craft anything better anymore haha. I love going through these Comments and seeing what people enjoy!
@DemonOfMyMind
@DemonOfMyMind Год назад
@@dillonvillon Impressive you have full legendary on all characters. I'm jealous.
@Thakrulll
@Thakrulll Год назад
@@dillonvillon That is where the elite specializations and the new stat combos come in. You have 27 elite specs you can gear. And many of the specs can use several different stat combos to unlock additional builds. Like Firebrand with Condition Firebrand using Viper gear, Condition Quickness Firebrand using Ritualist gear, Heal Firebrand using Harrier gear, And Tank Firebrand using Minstrel gear. They are all using level 80 gear of the ascended rarity but one is not necessarily more powerful than another but they excel at different tasks.
@AzureIV
@AzureIV Год назад
I played GW2 when it first came out in 2012 and beat the main game and all of its content by February of 2013, just as Fractals was becoming a thing. I didn't play for many years and have now started playing GW2 again from the beginning with a brand new character and the game is sooooooo different. It is filled with so many features (they even retooled all the professions) and various types of achievements and dailies and currencies and all that, that it feels like a completely different game.
@darkadia6520
@darkadia6520 Год назад
Been playing GW2 first time recently it's one of the most casual MMO's I've played but in a good way I enjoy it very much. It respects your time wonderfully and it's quite fun to play with the map exploration and mounts.
@nevisysbryd7450
@nevisysbryd7450 Год назад
These definitions (and some of the associations) are a little off, although there is a lot of merit to this video. Vertical progression in game design is about improvement, getting better at the game, whether that be overall or along a single path among several. This can manifest as classes, tiers in skill or ability trees, levels, stat increases, better gear, and upgrades. This _includes_ new abilities of slight to moderate changes to gameplay that improve your ability to perform certain game loops. Vertical progression is not restricted to numerical increases. Horizontal progression in game design is about increasing your repertoire of ways to engage with the game. This means abilities with moderate to major differences in how you interact with things (eg short versus mid versus long-ranged, fast yet weak versus slow yet powerful, targeting enemies versus allies, single-target versus a few targets versus large aoes, damage and/or healing and/or status effects, burst versus DoT, etc), or expanding the range of things that you can interact with entirely (eg flight, environmental interactions, and tLoZ items in general). These are _often_ universal additions, applicable across many to all players even when vertical systems are also present (eg, usable and beneficial for most/all classes). Horizontal progression generally means that it does not improve your other abilities but adds a new one. This is a spectrum, not a hard binary. New abilities or gear through vertical progression can also add in horizontal progression (eg a new skill with both superior damage _and_ status effects, mobility effects, or other features, or superior gear with playstyle-altering benefits), whereas horizontal progression can occur as independent vertical progression along different features or areas of the game. There is also a difference between vertical/horizontal _character_ progression and vertical/horizontal progression along _other_ game axes, such as narrative/plot/story (furthering one grander story versus multiple smaller), map (going deeper into or adding onto one area or plotline versus accessing multiple), social (rising high in one guild versus getting along with many groups), and so on. Most games have multiple axes of progression simultaneously, *especially* mmorpgs. While vertical progression _tends_ to lend itself more to goal-oriented gameplay and/or motivations, it is not categorically so. Some people enjoy the journey and/or process of improvement, and a fixation on horizontal progression is still a fixation on progress or accomplishment (a goal) rather than process. Vertical progression systems lend themselves to goal-oriented mentality because who and what a player can engage with tends to be limited based on their vertical progression as, setting aside when adequate vertical progression renders someone an altogether non-viable candidate for certain content, it is an opportunity cost for others who are at the far end of the progression line to take someone lower down the rung (costing them time and stress compared to someone further along) or sometimes a competitive disadvantage (pvp). It is more a symptom of the problem of designing mmorpgs so heavily around endgame than it is about vertical progression in itself. Similarly, while horizontal progression has its own sort of ease and casualness with its own type of flow state, not needing to worry about 'keeping up' to nearly the same degree, completing this can easily become a checklist and effectively a collection of smaller, directionless vertical progression systems. Vertical progression systems enable their own form of ease of mind in removing the need to impose (possibly arbitrary) goals onto the game and enable its own type of flow state in relaxing into a single clear activity and objective.
@_Diktator
@_Diktator Год назад
Definitely. People nowadays think in extremes, they view everything as black or white. Everything is either or, instead of this AND this.
@xvim7106
@xvim7106 Год назад
I am fond of a mix. Ideally a very low scaling vertical with a few routes to increase. I like having to make choices between bigger numbers and unique effects. In team pvp especially, if there are more choices, there are more interesting outcomes. If a game is too vertical, there is always a correct answer and you have fewer variations of the fight to react to. If the game has too many unique effects, however, they become overly difficult to balance.
@torkyn
@torkyn Год назад
I love your breakdown of the benefits of both! Personally as I go through phases of being able to play a lot and then not at all, I really enjoy the horizontal progression system of Guild Wars 2. I can leave for a year, and come right back to where I was. Of course there are new things to learn, but the older content has not become irrelevant.
@ChaoticNeutralMatt
@ChaoticNeutralMatt Год назад
This was very insightful and deeper than this topic covered. Thanks for covering this, as far as games go, this is useful design information as devs aim to hardness the optimal challenge of both the horizontal and vertical landscape.
@Salad-in
@Salad-in Год назад
FINALLY. A video where Josh has more than one hotbar in FFXIV.
@chadarmstrong8073
@chadarmstrong8073 Год назад
Great video as always. Side note, everytime I see runescape a little light inside me flickers. I truly love that game.
@Hk-ox4bb
@Hk-ox4bb Год назад
Horizontal progression for me, no wonder I love Warframe I love when games have a ton of difference in content Warframe is a good example of it has a lot of features and due to the community it’s easy to understand what to do to unloock what you need and there is just so much to do: normal gameplay, mechs, space missions, skateboards, levels, mmo maps, characters, customization… It really only needs home personalization like in 90% of the other mmo’s to be perfect which is weird considering the personalization of your ship and of the clan dojo are already present (and yes, it is a money-sink I love)
@j_corb
@j_corb Год назад
Man, I've only recently been exposed to this channel, but I LOVE this content! I love MMO's, and I've just never really seen another channel that does a true deep-dive into design choices like this. This may have honestly become my favorite channel, almost overnight!
@fruzeniusgames
@fruzeniusgames Год назад
Really solid video, definitely got me to think about this more objectively. I'm 100% a horizontal progression player. I don't have the time to play games enough to chase the vertical ladder all the way to the top. Guild Wars 1 is still my MMO of choice, and you nailed it right near the end in talking about it, the adventure, the progression, it's all very horizontal. Yes there are some end game areas that require optimization, but you can actually do pretty much the entire game without having the absolute best equipment. I think horizontal progression is the better choice overall, more options on how to build yourself will allow a wider variety of players to feel like they're still significant. There will always be the Meta, but I think in a vertical progression game, the Meta is determined by the developers, whereas in a horizontal game, the Meta is determined by the player base.
@sage3350
@sage3350 Год назад
Really enjoy watching the game, hope to get into it soon!
@xyttra
@xyttra 6 месяцев назад
Dang I thought you were gonna talk about vertical vs horizontal map design and got excited
@dyrinn45
@dyrinn45 Год назад
I started MMO's in EQ and DAoC. Back then verticle progression was pretty much all there was. When GW2 came out it changed things. I have played it since day 1 with breaks in between but all of my gear has stayed BIS the whole time. The metas change, dps/support may go up or down but my gear is always still great. That is why I love GW2.
@andipajeroking
@andipajeroking 4 месяца назад
I think GW1 was the OG. It barely has vertical progression, it focus on almost anything but level and power, or so i see it.
@Caitmonster
@Caitmonster Год назад
My first real MMO experience was Tera, which was a *heavily* Vertical oriented game. But the pacing of those patches that made your BIS Visionmaker gear obsolete gave me whiplash, plus if you didn't have the top tier gear you'd often get gatekept out of basic content that was required TO get the BIS gear. Eventually the gear creep got so high to the point that any break whatsoever was extremely punishing, and not even your achievements / laurels were safe. Because they frequently removed old dungeons and other content, the achievements went with them. And instead of cumulative achievement points they'd often go down after content was deleted, losing your hard work and progress and forcing you to do it all over again. I hated that a lot, and got frustrated as hell after my Diamond laurel got reset for the fifth or sixth time. Then the publishers decided to fast track the leveling to zoom you up to level cap so you could get on that Korean grind faster, destroying any semblance of a storyline and removing countless side storylines in the process. It left the game feeling barren, where the only thing to do was to play the marketplace like a slot machine or afk in Highwatch waiting for groups that would usually kick you out if your gear score wasn't at the top. I do not miss ANY of that. I currently play GW2, and I must say I love the horizontal progression a lot more. I like seeing my mastery number go up. I like collecting achievements. I enjoy the terrible achievement related cosmetics. I'm slowly building up my Legendary Armory for the sake of convenience and, when I'm not learning raids, I'm usually just chilling in a city roleplaying, or trying to git gud at griffon stunt flying. And it's very satisfying to know that the legendary gear I've gotten will be relevant now and ten years from now, and I can just focus on the exploration and gameplay and having fun the way I want to play, not how the game dictates that I play. I'll also add that seeing old dungeons and content in Tera that my friends and I had great fun with being wiped from existence for the sake of 'power creep' always sucked (RIP Wonderholme). Meanwhile dungeons in GW2 scale you down so they can still be challenging and relevant regardless if you're at cap or not.
@MrTomEdo
@MrTomEdo Год назад
I'd love it if the designers went back to old dungeons and made a "heroic mode" or something similar. Give the mobs updated mechanics so i could enjoy again the classics such as Ascalonian Catacombs but with new gameplay.
@Caitmonster
@Caitmonster Год назад
@@MrTomEdo Yeah, they refined the currency for dungeons but the dungeons themselves need a polish. They can obviously do it, the updated Tower of Nightmares with PoF bounty mechanics and cc bars is proof of that.
@NeflewitzInc
@NeflewitzInc Год назад
It's one of the reasons that I love the first 2 expansions of Everquest 1. The world gets bigger, there are more choices of places to go and items to get, and aside from the highest level of gear (only attainable by the most dedicated of guilds), there isn't that much vertical progression at the top.
@aridale
@aridale Год назад
I still think EQ1 up until PoP was the best MMO ever made. Maybe not going back to play it now but the design and world and everything cant be beat. Ive said for years you could remake EQ1 in WoWs engine and itd be the best game of all time
@matthiasbreuer8710
@matthiasbreuer8710 Год назад
I don't even play MMOs, but I follow you for this kind of discussion of basic game design principles and mechanics. This is very much applicable to single player ROGs as well, and really helped me articulate what I had been feeling for a long time time why I prefer certain games over others. I'm definitely a horizontal progression person all the way, because what it does is expand player options and adds to your repertoire and opens synergies with existing tools in your toolkit, rather than superceding what you already have.
@RandomPlayIist
@RandomPlayIist Год назад
After playing Guild Wars 2, I can never ever go back to vertical design. I like that older content is still relevant, I like enjoying the fruits of my labour and not having it be undone with the newest update, I enjoy the freedom of choice and how the game values my time, and most of all I'm never bored because of the replayability and the variety of content.
@_kalia
@_kalia Год назад
FF14 is such an interesting example of this I feel. It's predominantly *very* vertical, there is side content but much of it is gated behind the core vertical progression (levels, ilvl, and the MSQ), _however_ the journey there is so damn enjoyable (and the mechanics and culture encourage experienced players to do old content and help others up) that it becomes much more about that journey than the destination.
@mylittlevangoghcantbethisc5848
I'm not sure ffxiv is vertical or horizontal tbh. Maybe it have both of depending on how you play it ^^
@vroomzoom4206
@vroomzoom4206 Год назад
@@mylittlevangoghcantbethisc5848 ff14 is pretty much purely vertical lol... as soon as new content comes out old gear is fully obsolete. That's like the definition of vertical.
@benoitrousseau4137
@benoitrousseau4137 Год назад
The thing with FFXIV is what while its systems are definitely in the vertical camp, the transmog is so good that old gear can keep value and be worth getting. Best example is the 5.2 crafted set, which is still massively used as a transmog because female characters look gorgeous in it. Same with relic and ultimate raid weapons.
@_kalia
@_kalia Год назад
Vroom/Benoit That's kind of my point. _Mechanically_ FF14 is almost purely vertical, but there are enough reasons (both mechanical and social) for old content to remain relevant _to players_ that it takes on a more horizontal feel in practice. For example in a few mins I'm going to be re-running Coils of Bahamut with a friend purely to experience the story, there's _no_ vertical incentive to it, but the social aspect that the story of the raid provides is strong enough to keep it relevant despite that. I guess.. it's mechanically vertical, but socially horizontal.
@vroomzoom4206
@vroomzoom4206 Год назад
@@_kalia you can do that in any mmo though. Ff14 just gives incentive with very well voiced and animated cut scenes and an interesting story.
@pluviasalutor1290
@pluviasalutor1290 Год назад
I'm a type of person that stays motivated so long as I feel like I'm making progress I can see. An example, mowing the lawn. I can look back at areas I already went over with my lawn mower. I can see the progress I'm making and that motivates me to keep going. MMO's for me need this same quality. I also highly value visual progression. I'm not sure if this makes me a vertical or horizontal player.
@Arrow333
@Arrow333 Год назад
So far both can fit you. Horizontal progress enables you to do more things, reach new places or do new kinds of content. You can do more, and you can see it. It is like being able to mawing lawn in eares that were previously blocked. Using these new abilities can be supported visually, but sometimes it is more a matter of "you know that you can". Vertical progression is usually paired with visual progression. Abilities look cooler, gear looks more powerful. But that is not guaranteed and in fact especially vertical progression MMOs releasing new expansions tend to replace your BIS awesome-gear of the previous expansion with normal-guy-gear themed to the new expansion while leveling.
@MrRikunaru
@MrRikunaru Год назад
I've always known the terms and some of the surface thoughts one might have while thinking about horizontal vs. vertical but I've never thought about to this depth. A really well done video! Also this made me realize that the old challenge of bringing your friends to also play the mmo you enjoy often times comes down to exactly this personal preference. Still one question remains in my mind... how would you value players skill levels in both of these systems with regards to the core game mechanics. Would love to see an extension of this video for this topic! Just a few thoughts I had: Often times people are very knowledgeable how to do things or where to get things in either horizontal or vertical games but the actual evaluation of "skill"-power is done in fights. Speaking of PvE that would either be putting out massive dps or handling complex mechanics (tanking, positioning, timings etc.). In vertical systems a very good player can deliver a perfect performance but still fail because the math is saying so. There are times where a worse equipped but better skilled player pulls ahead of a bad skilled but well equipped player but always is just a narrow spectrum where this can happen. While in horizontal games players get up to speed somewhat quickly and then its purely down to the player whether you succeed or fall behind, which is why I prefer those and main Gw2... But still I believe this is hardly scratching the surface of the topic and is just based on my opinion as a mainly PvE player.. would love to see more about this topic! =)
@killerkram1337
@killerkram1337 Год назад
I'm in the horizontal progression camp. Guild Wars made me realize this
@TDOTCRFH4
@TDOTCRFH4 Год назад
maybe I'm an outlier because I prefer vertical progression but I also value the journey over the destination. like, I've leveled every class to cap in ffxiv, and instead of getting deep into endgame I'm mostly just doing it all again on an alt - I just really like the feeling of leveling up, filling those bars - but getting better gear afterward just doesn't do it for me
@Zyphent
@Zyphent Год назад
I've always thought I was purely on the vertical progression train but some recent games have really challenged my perception of this. As long as there are still discrete progression paths to work on, I don't need increasing player power. Whether it's limited vertical progression with a reset like a PoE league or pure horizontal like Guild Wars 2 with discreet progression tracks like Fractals or Masteries it turns out I can scratch the itch a lot of ways. Hope to see more games challenge the traditional infinite treadmill, as I do think there are ways to still scratch that itch but drop some of the downsides.
@DenKonZenith
@DenKonZenith Год назад
I wouldn't say you're an outlier, but more the other half of RPG-ers. I can definitely understand the joy of leveling up; absolutely has it's draws. I've personally always seen the WoW style X more level cap per expansion as theft of what I already have. Yesterday my character was capable of everything, today I have to level it yet again, and replace all my gear. I play as much Guild Wars 2 as I do, because I enjoy gathering and refining skills instead of expanding bars. Still lose stuff if/when you take a break, though it's less of a hard "congratulations you're 40 hours grind behind" and more of a "there's fifty new things you need to figure out". For me, new stuff to figure out is absolutely attractive, while I see having to re-cap a character as more of an imposition.
@Donnerjkks
@Donnerjkks Год назад
These words are accepted
@Kain59242
@Kain59242 Год назад
I value this distinction so much and I thank you for making it so clear for me. I have realised now that I vastly prefer horizontal mmo design.
@Elazul2k
@Elazul2k Год назад
I used to be a vertical guy. Played FFXIV for 8~ years and putting 5,000+ hours into it. Until I burned out... twice! After the first burn out instead of raiding I spent a lot more time crafting until I reached the peak of the crafting community making millions a day crafting end game gear to list on the Market Board. At my best I was making 10-20 million gil a day during the Stormblood expansion. Until I burned out during Shadowbringers sometime before the last expansion. Fast forward a year and now with the Steam release I'm in Guild Wars 2 and it's horizontal progression is much preferred. I can see myself putting quite a few hours into this game. I've discovered that I enjoy the process as you put it much more than the power itself. The act of playing the game and having fun is much more relaxing than grinding away on that gear treadmill only to become obsolete every 6 months.
@PanchoTheSneaky
@PanchoTheSneaky Год назад
I never actually thought about these things. Now I finally understand why I enjoyed playing Guild Wars 2 way more than I ever enjoyed playing WoW, even though my "progress" in WoW was greater. What a great video! So I guess I am into horizontal MMOs then.
@RatLordOmega
@RatLordOmega Год назад
As someone who is used to Destiny 2's vertical progression, sometimes it's nice to play something that isn't just a quest for more power.
@Mallignos
@Mallignos Год назад
The treadmill was what scared away my friends first from D2. I tried for 2 additional seasons, but I instead completely burnt out on the treadmill, and left with a bad taste in my mouth. And now, I don't wanna rejoin D2 because I don't wanna climb those treadmills again to do the new content, and I will also miss out on all the story content that I missed out on since Saint-XIV was released from his time-prison. How will I come back with all the story, the experiences I missed? (Also, barrier/unstoppable/overloading champions can go to hell)
@zobz4210
@zobz4210 Год назад
As an avid d2 player I feel like the game already have many ways to minimize the vertical climb impact in the game progression. Stuff like aspects and fragments in the subclasses, armor mods and weapon perks and the way they work together is enough so that they can be expanded upon without the use of power level itself. Right now every 3 months you are expected to do the same LOW LEVEL activities you have done for the past years just to get back to the "power level" you were in the past season to do the end game content again, while not getting any stronger in the process. Is just an number that dictates what activities you can or cannot do. I would greatly appreciate if bungie simply removed power levels entirely and made every content have contest modes for different difficulty levels (like -0 for easy content and -20 for hard ones like GMs and day one raids). Sadly when I bring this topic to other d2 players they seem to not grasp the concept of becoming more powerful/having more options to play with the removal of power levels.
@Ewerboweski
@Ewerboweski Год назад
I am more like a 30/70 split (V/H). I enjoy more power, but find it the most fun when a game has options for me to play, different abilities to try and ways to see how I can challange myself in various situations to think through things from a new angke to succeed.
@kerianhalcyon2769
@kerianhalcyon2769 11 месяцев назад
You know I think I have a great example of a quit moment for me looking at this video, specifically for the game Neverwinter which I also used to play a lot as it was my first MMO. I had a Dwarf 2-hand warrior who was my main, i played him all the way to the end of the main story, I got started in the Sharynar campaign. I was max level at 60, I got my first real dye pack and a cool weapon appearance I could put on my existing sword, and a decent rune enchantment that gave it a nice buff and a cool Spellplague-fire flair. I was happy. Then the first expansion dropped. The level cap was raised to 70, I had to start again. Suddenly all my gear was irrelevant, and the appearance of said gear couldn't stay so my fanciful emerald-green armor and polearm went from being marginally high quality to dumpster lining overnight. I wasn't having fun with the new level system and wanted to go back and see if I could get some of the cool dyes again so I went back to the campaign I was on...and got swamped. Because although the Sharynar campaign had been tailored to max level players at the time I first played it, they changed the difficulty so that the only way you could feasilbly play was if you met the new level cap. I effectively could no longer play the content I had spent hours earning despite still having access to it as a previously max-level player. That's the last time I ever played Bjorn Grimbeard, and about when I stopped playing the MMO altogether.
@xyttra
@xyttra 6 месяцев назад
An addition for Guild Wars 2, which is a horizontal progression game. There are still items and such to aim for, some of which are very difficult to obtain, but they grant you bragging rights/convenience(like unlimited stat selection and being account bound instead of soulbound), and of course the cosmetics ^-^
@raphalreadytaken1218
@raphalreadytaken1218 Год назад
There are usually times in the lifecycle of an MMO when power creep stops by itself or becomes irrelevant (end of patches/expansions for instance). This is when horizontal features can outshine vertical content even in the eyes of competitive players. I usually do much more diverse stuff during these times, so I would say I like both :)
@anon_y_mousse
@anon_y_mousse Год назад
For me, the best value proposition of a game was FFT. I bought my copy the first year it came out and I've been playing it every single year since. Though, I don't use the disc anymore since I've ripped an iso and various other formats years ago. And I can now play it on handheld devices like my cell phone or tablet. If only I could read my old memory cards and import those saves. I've got at least 3 saves from old runs that I never finished and I really regret not buying a Dex drive when they first came out.
@MidnightSt
@MidnightSt Год назад
I'm more of a horizontal experience player. I don't like grind, nor chasing numbers, i like goofing around, trying various things, and learning new things about the game. I also very much like when the progression means expanding my toolset. Eve is awesome in this, because there is... both in equal measure, you could say. The vertical upgrades are at the same time the horizontal ones - getting to bigger, more powerful ships, expands your toolset, and it doesn't invalidate the smaller, "weaker" ships, since each are relevant for different situations. There are reasons for people who can fly the biggest ones to still fly the smallest ones. This is probably a large part of the reason why Eve is the only MMO i ever enjoyed.
@RedShadowOfSaturn
@RedShadowOfSaturn Год назад
This was a great analysis/discussion. Very insightful and explains a lot about games I've played before, whether they were MMOs or not. Probably why I like playing Warframe so much. Their devs said "porque no los dos?" There are mods and gear that are objectively/vertically better than others that people can chase if that's what they want. Or subjectively/horizontally better features to unlock if players prefer that instead.
@ryltair
@ryltair Год назад
What I love about GW2 is that no matter what I do, EVERYTHING has value. Running around the world, doing some mining and events, organised World versus World battles, structured PvP, Fractals, Raids, Jumping Puzzles... Each activity is vastly different and each rewards me for doing it. So when I start the game, I simply do what I feel like, which results in me never burning out on the game.
@CErra310
@CErra310 Год назад
I feel like people underestimate how the fundamental _loot acquisition structure_ of GW2 works. The fact that "Ascended"-Tier equipment, i.e. the stuff with the best stats, can be assembled from industrial amounts of scrap is doing a lot of legwork
@thegk-verse4216
@thegk-verse4216 Год назад
I always think Garden Warfare 2 before Guild Wars 2
@fabuloushetero1228
@fabuloushetero1228 Год назад
@@CErra310 But getting pinks in GW2 can be obtained from any of the activities. You can craft them, Get them from Fractals, Get them from the raid like system, get them from pvp I will say that there is some P2W in some of the systems or Pay to go faster if you dont want to call it pay to win, but everything you do in GW2 eventually leads to pink gear.
@CErra310
@CErra310 Год назад
@@fabuloushetero1228 that's not the point. The point is that due to this crafting system you don't have to play towards the goal of earning ascended equipment to eventually get it.
@elaxel1469
@elaxel1469 Год назад
Value is personal, rewards are objective, that's why some people like it and other dont.
@MARMOTAPLAY825
@MARMOTAPLAY825 Год назад
I like a vertical progression focus but with some horizontal sparkled ontop of it, like cosmetics, housing, maybe guild housing, etc. I like to get stronger and dominate
@roddybrod
@roddybrod Год назад
Great analysis as always. I was surprised you didn't mention Fractals of the Mist at any point but I guess you didn't need to since the overall concept is still explained well.
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