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Originally Posted by Martin Alvito
Improvavel, you have made some bad implicit assumptions:
1) Your hypothetical new content would have to be "harder" than existing content. If it weren't, everyone would roflstomp it using existing techniques.
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Lets look at GW history -> FoW/UW/SF ->Urgoz/Deep -> DoA.
What to add after DoA?
Don't exactly no... but I bet it would be harder via frustration rather then challenging.
Maybe Anet doesn't know either, and hence calling a day for GW.
Or would you prefer a collection of places that play much like the same?
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2) AI improvements that invalidate existing techniques are not plausible. (In practice this is at least largely true - I'll grant that.)
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The fact is that AI can't learn and can't adapt.
I don't know if AI can be improved or not for the current GW. Anyway, any improvements is another static script. Once the script is learned, you can abuse it.
The best we can have is random foes/areas, etc. Since 3D games became norm, I cant really recall a game that had this.
Even if there are some games that have it, it isn't that common, so probably not easy.
Anyway, Anet doesn't seem to follow that path for GW.
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3) Alterations to existing content that invalidate existing techniques are not plausible. This one doesn't fly.
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This one can be done. Simply making SF not maintainable would screw UWSC and cause problems for DoA HM.
On the other hand, DoA could really use some changes to make it more enjoyable.
Again, Anet at this moment doesn't seem to have or be inclined to use their resources for this.
Since I'm not inside Game Design, I can't really tell you if this kind of alterations is hard or easy.
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4) Minor alterations that add new content to underutilized areas without requiring game updates are not plausible. (Eg: weapons contest goodies.) Ditto.
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While those alterations can increase the lifespan of the game, in the end its more of the same.
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There's nothing wrong with the horizontal model, as long as it is properly maintained. The issue is the lack of proper maintenance and the introduction of horrifyingly imba skills.
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You have seen some of the problems of the horizontal model:
- player base split;
- new characters having to play more and more of the same low-mid level quests/missions;
- more professions mixing up the roles of existing ones;
- areas becoming harder much more because of "annoyance" than "challenging your game knowledge";
- repetition - what really distinguishes dungeon x from dungeon y?;
- etc.
Lets look at GW if it was a vertical model.
Prophecies was for up to level 20. After that you couldn't win xp from there (lets say skill points would come from quests).
Armor and weapons would have max prophecies stats, etc.
Then factions would come.
Any character over level 20 would be level 20 when returning to prophecies, its weapons would drop to max prophecies levels, same for armor, attributes, health, etc.
Any weapon from factions could only be used by characters over level 20.
Factions would take players up to lvl 30. New armor and weapons (with new max stats), new professions (lets say faction would have a tutorial area for their new professions only where achieving lvl 20 was quite fast, and would show the players how to play their new chars. You could create one character there of the new profession only if you had finished prophecies. Your factions char could backtrack to prophecies).
Lvling to 30 would be quite fast too. The rest was quite similar to prophecies, except now you have a new game mechanic.
You could choose from 2 factions, and each faction (only cosmetic differences, for example) would have 2-3 paths (the paths would be similar for each faction, for example).
These paths would allow you to replace up to 2 skills on your bar. You would have some skills that were profession bound and maybe some that weren't.
Additionally, using a certain path would make you unable to use certain secondary professions. Using some of those path skills would prevent you from using some other skills, etc.
Then nightfall. Lvls 30-40, blah blah. in this one, all the professions would gain a new attribute tree, for example. Or maybe some other mechanic.
Additionally, every chapter would have a hall, where you would could display the "prestige items/armors" from that chapter, that would become obsolete the moment you would move on the new chapter.
Whatever, I'm not a game designer.
In this kind of vertical system, you would never be like "yawn here comes a timed mission again" or "fighting against level 20's again".
Additionally, this system would deny the advantage higher level/better gear players have in most MMORPG when going back to earlier areas.
Every area would have new armors/weapons that wouldn't be only cosmetic. Maybe even upgraders, that could imbue ur favourite weapons/armors with new powers (read boost stats to match new campaign).
More, every area would introduce some new mechanic you would need to master and balance it against what you were using before to overcome the newer mobs, designed to face this new mechanics.
Basically it is very similar to the horizontal design, except what is in later expansions will never interfere with the earlier ones. You will also never (at least if it is well implemented) think you are just doing more of the same with a new dress, due to the fact you are mastering the new mechanics, etc.