Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Choosing Your Path : Horizontal or Vertical Progression? | MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited November 14 in News & Features Discussion

imageChoosing Your Path : Horizontal or Vertical Progression? | MMORPG.com

Player progression is central to the MMORPG experience, but that progression is not always the same across the genre. Emilien looks at the age-old question: horizontal or vertical progression?

Read the full story here


Comments

  • Nick_ShivelyNick_Shively Member UncommonPosts: 130
    I usually end up gravitating towards vertical progression simply because the games themselves are better designed. However, I do like the TESO handles progression by adding new active and passive abilities with each expansion, and earning passive stats through Veteran levels.

    My idea MMO would end gear progression with a handful of legendary quest lines for your class, getting your hands on that uber epic weapon/armor piece or whatever, but then providing additional means of progression through passive ability unlocks by completing dungeons/raids/rep grinds, etc. This would allow the release of more difficult content without invalidating gear.
  • WargfootWargfoot Member EpicPosts: 1,406
    Vertical progression isn't a game, it's a job.

    Oh look:

    My noob sword does 10% damage against monsters at my level.
    My improved sword does 10% damage against monsters at my level.
    My excellent sword does 10% damage against monsters at my level.
    My uber sword of lightning does 10% damage against monsters at my level.

    It's the same encounter over and over again with different graphics.

    HEY HAMSTER, HERE IS YOUR PELLET!
    ultimateduck
  • SovrathSovrath Member LegendaryPosts: 32,779
    Wargfoot said:
    Vertical progression isn't a game, it's a job.

    Oh look:

    My noob sword does 10% damage against monsters at my level.
    My improved sword does 10% damage against monsters at my level.
    My excellent sword does 10% damage against monsters at my level.
    My uber sword of lightning does 10% damage against monsters at my level.

    It's the same encounter over and over again with different graphics.

    HEY HAMSTER, HERE IS YOUR PELLET!
    That’s what it seems these games do.

     vote for a limited vertical progression along with a wide horizontal progression.
    WargfootKyleran
    Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb." 

    Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w


    Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547

    Try the "Special Edition." 'Cause it's "Special." https://www.nexusmods.com/skyrimspecialedition/mods/64878/?tab=description

    Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo 
  • AngrakhanAngrakhan Member EpicPosts: 1,750
    Wargfoot said:
    Vertical progression isn't a game, it's a job.

    Oh look:

    My noob sword does 10% damage against monsters at my level.
    My improved sword does 10% damage against monsters at my level.
    My excellent sword does 10% damage against monsters at my level.
    My uber sword of lightning does 10% damage against monsters at my level.

    It's the same encounter over and over again with different graphics.

    HEY HAMSTER, HERE IS YOUR PELLET!
    How is this different than horizontal progression?

    Oh look my dagger attacks 4 times per second for 10 damage!
    My sword attacks 2 times per second 20 damage!
    My axe attacks 1 time per second for 40 damage!

    They're both treadmills. Just one gives the illusion of progress while the other dispenses with the illusion.
  • WargfootWargfoot Member EpicPosts: 1,406
    Angrakhan said:
    Wargfoot said:
    Vertical progression isn't a game, it's a job.

    Oh look:

    My noob sword does 10% damage against monsters at my level.
    My improved sword does 10% damage against monsters at my level.
    My excellent sword does 10% damage against monsters at my level.
    My uber sword of lightning does 10% damage against monsters at my level.

    It's the same encounter over and over again with different graphics.

    HEY HAMSTER, HERE IS YOUR PELLET!
    How is this different than horizontal progression?

    Oh look my dagger attacks 4 times per second for 10 damage!
    My sword attacks 2 times per second 20 damage!
    My axe attacks 1 time per second for 40 damage!

    They're both treadmills. Just one gives the illusion of progress while the other dispenses with the illusion.
    I'd consider horizontal progression gaining additional skills:

    1: When you fight a dragon with your sword, a player with fire resistance would do better than the one without the fire resistance.  He's not doing better because of some arbitrary "level" which makes him better against everything.

    2: With no fire resistance, a noob hitting the vet with a torch might do quite a bit of damage, instead of the weird absolutely no damage you get with levels.

    As for your weapons example, I'd rather that daggers allow you to stealth, an axe has +2 against skeletons, and a long sword is brutal in open field battles so that more comes into play than the stupid stats.
    Kyleran
  • NeoyoshiNeoyoshi Member RarePosts: 1,450
    edited November 14
    Neither:

    I explore a cave and I find a chest. I examine the chest to see if the chest is enchanted or rigged with a trap. I roll a dex (investigation) check, and fortunately I roll a 17, thankfully it's just a simple wire spring trap, so I roll dex again for slight of hand and am able to lift the top of the chest enough to slip two of my fingers in far enough to trip and snap the wire on the inside, allowing the primitive makeshift trap at the base of the inside section of the chest to resolve without injury to myself or the contents of the chest, and then am safely able to lift the chest open to reveal a delicate robe inside that I later appraise; turns out it was worth 571g that a local mage was in search of.

    I later spent 24g on, uh, 'nightly adult distractions' at the local seedy tavern. (it's a cheap tavern)
    Sovrath


    Fishing on Gilgamesh since 2013
    Fishing on Bronzebeard since 2005
    Fishing in RL since 1992
    Born with a fishing rod in my hand in 1979
  • AngrakhanAngrakhan Member EpicPosts: 1,750
    Wargfoot said:
    Angrakhan said:
    Wargfoot said:
    Vertical progression isn't a game, it's a job.

    Oh look:

    My noob sword does 10% damage against monsters at my level.
    My improved sword does 10% damage against monsters at my level.
    My excellent sword does 10% damage against monsters at my level.
    My uber sword of lightning does 10% damage against monsters at my level.

    It's the same encounter over and over again with different graphics.

    HEY HAMSTER, HERE IS YOUR PELLET!
    How is this different than horizontal progression?

    Oh look my dagger attacks 4 times per second for 10 damage!
    My sword attacks 2 times per second 20 damage!
    My axe attacks 1 time per second for 40 damage!

    They're both treadmills. Just one gives the illusion of progress while the other dispenses with the illusion.
    I'd consider horizontal progression gaining additional skills:

    1: When you fight a dragon with your sword, a player with fire resistance would do better than the one without the fire resistance.  He's not doing better because of some arbitrary "level" which makes him better against everything.

    2: With no fire resistance, a noob hitting the vet with a torch might do quite a bit of damage, instead of the weird absolutely no damage you get with levels.

    As for your weapons example, I'd rather that daggers allow you to stealth, an axe has +2 against skeletons, and a long sword is brutal in open field battles so that more comes into play than the stupid stats.
    Ok so in your model once you have the appropriate gear for each permutation of situations you'll face in the game you've effectively won and there's no reason to continue. I mean having an MMO with an end is a novel approach, but I don't think your user count will stay high for long.

    Point being horizontal progression is not the magic bullet that solves all your design concerns and every game should shift to that approach. It will have plusses and minuses.  It's like the class based vs skill based design question.
  • WargfootWargfoot Member EpicPosts: 1,406
    Angrakhan said:
    Ok so in your model once you have the appropriate gear for each permutation of situations you'll face in the game you've effectively won and there's no reason to continue. I mean having an MMO with an end is a novel approach, but I don't think your user count will stay high for long.

    Point being horizontal progression is not the magic bullet that solves all your design concerns and every game should shift to that approach. It will have plusses and minuses.  It's like the class based vs skill based design question.
    I wouldn't claim that horizontal progression fixes all problems.
    I also wouldn't claim that vertical progression is the cause of all problems.

    It does come down to preference.

    In a vertical progression world, some additional tasks can be added (fishing, treasure hunting, etc), that and house building and exploration can add a great deal of depth to a game.  Also, because the buy in is so modest - people can indulge in PvP much sooner so that whole realm opens up.

    As for a MMO with an "end", you've just described the problem with vertical progression in that it does keep on ending.  Which is why LOTRO has added 100 levels or so since launch.

    Consider this: To be competitive in the LOTRO PvP zone at one point you only needed to grind to level 50, now it is 150.  Someone joining the game now has MONTHS of work to ever join his buddies in PvP - thanks to vertical progression.


    ultimateduck
  • emperorhades1emperorhades1 Member RarePosts: 416
    Vertical progression to a level cap is the way. Then horizontal progression through expansions. Think more zelda where you have to find a key item, or a resist to go in to a zone. Much like Conan exiles where you have to wear fur to go in to ice areas. The itemization should have a wheel as well, if you see a mob or someone wearing fur plate, maybe try something other than an icy knife to fight.

    And no matter what, do not do item scaling or level scaling, ever.
    SovrathWargfootTheocritusultimateduck
  • TalraekkTalraekk Member UncommonPosts: 290
    There's definitely some skew here. Generally speaking vertical progression is more tied to say, single player games. 1 - 2 - 3 - 4. MMOS have really gone hard in on this. Horizontal progression seems to be tied to playstyles, more. I can still gain progress doing nothing hardcore forward/vertical. I think you need a fair amount of vertical progression, in any game. But mmos especially benefit from that horizontal gain.
  • NosferatupacNosferatupac Member UncommonPosts: 28
    edited November 15
    Vertical progression is my preferred method of progression. "horizontal progression" Isn't actually progressing, you're just spinning tires, stuck in the same place you have always been stuck.

    With vertical progression you can actually notice your progression. Going back to earlier content to farm is far more efficient than it would be in a horizontal progression system. To me vertical progression gives you something to aim for that allows you to take on more difficult content. When you're doing end game content like raids it feels awesome to build up gear that makes the fights easier/quicker, because you can actually gauge the progression, be it more damage, better survivability, and better tools, which just isn't present in horizontal progression focused games. In my opinion horizontal progression takes away what makes RPG's an appealing genre, and i may as well play an action, adventure, or some other genre of game that will do horizontal progression better, and with better game play.
  • cameltosiscameltosis Member LegendaryPosts: 3,832
    My preference is for small vertical progression for the tutorial (because you don't want to overwhelm new players by immediately giving them a complete, endgame capable character) and then switch to horizontal progression for the vast majority of the game.


    However, its just theoretical. Despite what the author says, we've never had a largely horizontal MMORPG. ESO and GW2 are still vertical progression games, its just the verticality is less than in others. The RPG world has long been dominated by D&D thinking, we've been conditioned to chase bigger numbers for such a long time that is seems nearly impossible to break away from that.



    Camelot Unchained promised us a decent horizontal game......but that seems to have gone dark and unlikely to release.

    Stars Reach is now promising us horizontal progression......but i also note a lot of language that sounds like verticality, so we'll have to wait and see.




    I do think horizontal character progression is a much better model for massively multiplayer games, but until some dev finally gives us a game with a good implementation, we'll never know for sure.
    KyleranWargfoot
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • NosferatupacNosferatupac Member UncommonPosts: 28
    I think vertical progression is something most of humanity strives to accomplish.

    For example our tools have grown more complex throughout history starting with sticks, stones, and bone which allowed us to progress into metallurgy as time went on.

    To me vertical progression is something that allows you to handle more difficult and complex problems with better tools. In stone carving you could start out using a rock to break another rock, you could keep on doing that, and maybe put some leather or plant matter on one end to make it more comfortable to use, but in the end you're still hitting a rock against another rock, that's horizontal progression.

    Instead after you get done hitting rocks against rocks, you're offered a hammer and a chisel, this allows you greater control, and allows you to break harder materials, with greater durability, while also being more efficient. Then you get to work with electric tools like drills jackhammers and circular saws which can cut through these materials, including larger and harder ones with the same efficiency you had on the smaller slabs you had been working on with the simpler tools.

    That's where the vertical progression is able to shine in a way that horizontal progression cannot, and that's being able to measure and compare your progress through not only growth of your own skill, but the growth of the tools at your disposal.
  • GorweGorwe Member Posts: 1,593
    Why not diagonal?
    KyleranScotSovrathWargfoot
  • ScotScot Member LegendaryPosts: 24,273
    Gorwe said:
    Why not diagonal?
    You can go up while you go sideways, this is essentially what we have always had. Levelling to ascend while doing something like crafting to be better at our current level. The whole reason this is even an issue is "horizonal" is the new fashion, but it can make players lay down and just go to sleep. 
    NosferatupacKyleran
  • DeadSpyder31DeadSpyder31 Newbie CommonPosts: 2
    How about a immersion in the world that's what hooks me on an MMO vertail horizontal as people said are similar in that it's scaled based on what you are fighting but for me it's about the other things I can do I guess will call them the trades how much depth and added content do I get from them can I be a jeweler or a blacksmith in the mmo world that's what hooks me in the end.
  • TheocritusTheocritus Member LegendaryPosts: 9,976
    Vertical progression to a level cap is the way. Then horizontal progression through expansions. Think more zelda where you have to find a key item, or a resist to go in to a zone. Much like Conan exiles where you have to wear fur to go in to ice areas. The itemization should have a wheel as well, if you see a mob or someone wearing fur plate, maybe try something other than an icy knife to fight.

    And no matter what, do not do item scaling or level scaling, ever.

    Yeah level scaling feels like no progression at all.....
  • deniterdeniter Member RarePosts: 1,435
    Progression is not just vertical of horizontal, it's both. Progression is a shape of a pyramid - for every piece of vertical progression you need also some horizontal progression. I wish game developers would understand this. Any tower will collapse if you only add pieces to make it higher and don't make the basement wider.
    Gorwe
  • cameltosiscameltosis Member LegendaryPosts: 3,832
    Scot said:
    Gorwe said:
    Why not diagonal?
    You can go up while you go sideways, this is essentially what we have always had. Levelling to ascend while doing something like crafting to be better at our current level. The whole reason this is even an issue is "horizonal" is the new fashion, but it can make players lay down and just go to sleep. 

    Bah, horizontal progression isn't the new fashion, nobody has actually built an RPG that is majority focused on horizontal as far as im aware, certainly not in the MMO world.


    Somebody still needs to go first, and then it needs to be a success, before everyone else starts going "oh look, that's new and a success, lets copy it". Then it'll be a fashion.
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • cameltosiscameltosis Member LegendaryPosts: 3,832
    I would also like to re-iterate my stance that horizontal progression is only better for intrinsic character progression in an MMO. Extrinsic progression can still be vertical without causing issues.



    By this, i mean that progression that is tied to my character's personal power, and cannot be separated from my character is intrinsic - stuff like getting more stats when i level up, or unlocking better skills, or getting gear that is bound to my character.


    Anything external to my character - like non-bound gear, housing, gold, businesses etc - is totally fine to be based around vertical progression. If you have 10,000 gold and I only have 1 gold, that is unlikley to prevent us playing together and if it does, you always have the option of trading me gold. If I've got shit gear, you could always craft or give me better gear. 


    That sort of thing doesn't segregate the community like instrinsic vertical character progression. And that is really at the core of the issue - in a massively multiplayer game, the developers should really be doing everything in their power to bring players together, to break down barriers to grouping and socialising. Vertical character progression just drives us apart
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • KirzanKirzan Member UncommonPosts: 67
    Both are great when done right. Problem is, no one's done it the way I like it except the forgotten game: City of Heroes. Yes, the game without "gear" has the best "gearing" system and it's not even about the system itself, it's about all of the systems surrounding it.

    Your "gear" translates to "Enhancements" that you slot into your powers. When you level up, sometimes you get a new power, sometimes you get more slots to add more stats to said powers. So no matter what kind of level you get, you get a nice upgrade.

    End-game materials for crafting said enhancements drop at every levels, with the higher levels/difficulties making that grind exponentially more efficient. But, you're still making a lot of money early on. You can even trade points you get from completing story missions for items that are also worth a lot of money. So right at the start, you're participating in end-game. High level/rich players get a steady flow of mats even from noobs. Noobs get damn good money at all levels. Win-win-win. On Homecoming, a private server, that supply and demand chain has never come close to ending with popular items still having in the hundreds of thousands of listings.

    What makes its progression so damn smooth is that set enhancements have different level requirements that aren't just "max level." You can start kitting out your character in it's end-game build quite early on, level 17.

    So the loop looks like: You grind to get exp, you get mats at the same time and therefore money, when you level up, you add slots to your powers and slowly use that money to buy set enhancements. Every level getting stronger, until you're invincible in your current difficulty and bump it up. You even get the option to +1-5 enemy levels, and that Diablo 2 feature of simulating more players. The game has diablo-style spawns, by the way. On 8 players, packs have like 15-20 enemies. VERY gratifying when you get to the point where you can safely grind x8!

    The loop is so gratifying, with your progression and power constantly rising at the same consistent pace. There are slight spikes here and there, but it feels consistent, and every time you raise the difficulty, you get your validation that you're progressing. At first it's enemy quantity, then you're too strong for x8 players, so now you gotta overpower higher level enemies.

    You might ask, but if you're "end-game" gearing out your character while leveling, you get to 50 and you're already geared so you're done? No, the game has additional leveling and progression systems past that, as well as additional difficulties past +4/8 (+4 enemy levels for 8 players).

    Oh and it's probably the most altaholic-friendly game out there, so these common market items never run out of buyers. It's just a nice game, that made all of its features work together at almost any progression point. I'm almost mad no one ever even tried taking ideas from it.
Sign In or Register to comment.