Quick review: the idea is to look critically at existing PVE rewards in order to discuss what would work as rewards for Timewalker dungeons, since that’s apparently Blizzard’s hold-up on implementing them. We’re going to start with a couple ubiquitous rewards and get more specific from there.
I think it’s important to start off with experience as a reward case because it is the chief thing we’re rewarded with while leveling through the game. It’s a great reward, because it gets you closer and closer to the point where you don’t need it anymore, which is max level. However, when it’s relevant to you, you can’t get enough of it.
So with that in mind, let me throw this example out there: say that leveling players receive a 10% increase in XP gains while in a matchmade group with a scaled-down player.
- Pros: this gives a noticeable benefit to leveling players that helps them get through the XP grind faster.
- Cons: this doesn’t benefit the scaled player in a noticeable way, unless the sole reason they’re scaling down is so they can assist other players in leveling up. Moreover, this might also be double-dipping for the leveling players; they’re getting a max-level player with more abilities who can probably still mitigate much of the threat of the instance, AND getting an XP buff out of it so that they need fewer runs. It’s a little too good to be true.
- This also has the potential to generate some odd player behavior, if a max-level player is selling his services to a party of low-level players to grant the buff. Granted, there are already players who offer their services similarly to leveling players, but it feels a little dirty to contribute another method they can use for that purpose.
How could we iterate on that? Instead of a scaled player granting this percentage XP increase to other matchmade players, what if the scaled player gave that buff to his/her own alternate characters on the same Battle.net after clearing a daily Timewalker dungeon? That means there’s an incentive for players to at least step into a Timewalker mode so that they can then boost their own characters. To an extent, it feels like the Valor of the Ancients buff that lets your other characters benefit for one character’s diligence.
The bottom line with experience is that it’s something you can’t get enough of until you don’t need it anymore. Experience doesn’t fly as a reward for max-level characters to scale, because they don’t need it. But it could be tweaked into something that players want to do at least occasionally if they’re trying to boost low-level alts.
Overall, gold isn’t a very exciting reward because it’s so easy to come by. Also, it has very little direct application in improving player power. Because gear comes from drops and currencies more than it does from gold, the primary use for gold tends to be covering repair costs, buying crafting materials, or buying vanity items like mounts, pets, or xmog gear. The consequence of rewarding players too much gold is economic inflation, where all the stuff that people spend gold on (crafting materials, flasks and item enhancements in a pinch, and vanity items) balloons in price because the average player has so much gold at their disposal.
It’s probably important to note that Blizzard has repeatedly put large gold sinks into the game in order to mitigate gold inflation. Not to put too fine a point on it, but gold inflation has the real-world consequence of driving up the business for gold-sellers; if gold prices get so high that players feel like their only option is to buy gold from the illicit grey market, they’re putting their accounts at risk while also contributing to groups who actively compromise other accounts in order to get their in-game funds. So it is in Blizzard’s best interest to try and keep gold inflation under control in order to keep that from happening (while also, of course, working behind the scenes to locate and shut down these grey marketeers).
It’s also valuable to point out that the bag players get when a loot roll doesn’t deliver gear (a.k.a. “the fail bag”) typically ends up containing gold. This is great for mitigating repairs costs, but most players seem to be developing a negative connotation with gold as a reward because of the sense that “you could have been that BiS piece I needed, and instead you’re a drop in the bucket of gold I already have.”
Gold alone, as such, doesn’t really fly as a reward. Trickling players a little gold to cover incidental repair costs in the individual dungeon is probably enough. Dumping much more into players, especially in a repeatable manner, will probably do more harm than good.
As a counterpoint to experience, though, it’s interesting that there’s not really an upper threshold to a player having gold. Okay, yes, there’s a gold cap, but it’s high enough that players aren’t going to hit it accidentally. Ignoring the inflation problem, gold is a reward that players can usually always find a use for, especially at max-level.
I wanted to start to these two reward avenues because I think they inform the discussion on many of the other possible rewards; gold, for example, is a counterpoint for JP/VP currencies because of the flexibility of expenditure. Experience is a good counterpoint for rewards that have a cap after which the reward is meaningless, like reputation.
We’ll cover those in future installments. For now, is there anything I missed about gold and experience? Is there really a viable way to offer them as rewards for Timewalker dungeons? Let me know.