On world quests and rewards

In a recent post in his game design blog, Greg Street (aka Ghostcrawler) wrote a few words on the art and science of game rewards. It started me thinking about how Blizz has structured rewards in Legion. Overall, I would give Blizz a C+ on this aspect of the expansion. They have done some really innovative things, but on the other hand they have made much of the reward process needlessly frustrating and/or manipulative. I am not talking about difficult — I don’t mind working to achieve something I want in the game — I am talking about things that just seem to operate on the “gotcha” principle for no good reason, or mechanics Blizz thinly disguises as “content” but are in reality vehicles for forcing certain kinds of game play.

Today I want to focus on one part of the Legion reward system: world quests.

I liked the idea of world quests early in Legion, and I am still basically a fan, especially with the emissary twist. My main hunter does not need any of the gear or gold or class hall resources they offer, but I still usually crank out some of them for mats or AP (anything above 300k, more about this below). But I run as many as I can of them when I am focusing on one of my alts. Most of them are fairly quick (especially now that I can almost run them in my sleep), and frequently the rewards are useful to my alts.

I think the tying of faction rep to these quests was a good idea, and I don’t mind that vendor-purchase items are in turn tied to achieving faction rep. If I am interested in being able to buy things from a particular vendor, I am fine with working a bit to be allowed that privilege.

I make sure to run all the offered emissary quests on whichever alts I am working on  — if I can find the time — mainly for the chance of getting a legendary, but I am kind of conflicted about this aspect. It is a fact that you cannot play a character in Legion to any reasonable level of competency without two of the “good” legendaries — whatever they may be for that spec. So I chase them on my focused alts, mainly via emissary quests and LFR, but it makes me feel manipulated. It seems bad enough that every character must have a certain weapon and only that weapon for the entire expansion, without requiring certain other additional gear as well.

But the main reason I still run world quests is part of the minus side of them: artifact power. Blizz has had a stunning turnaround on the whole idea of AP.

Prior to 7.3, Ion Hazzikostas several times reminded us that once a player reached Convergence on their artifact weapon, the amount of AP required to advance it further was, BY DESIGN, ridiculously high in an almost logarithmic progression. This was because — so he told us — Blizz did not want players to feel like they had to continually grind AP, that the idea was that it would just be a somewhat small additional reward for doing normal game activities like emissary quests, random instances, mythic dungeons, etc. Additionally, so he said, the design was that players who played many hours each day would not have a significant artifact level advantage over players who might play only a few hours a week.

In other words, the whole artifact trait mechanism was designed to become less and less important once the 7.2 Convergence point was reached.

Then, in what seems to have been a sudden reversal of design policy, in 7.3 Blizz introduced a whole new artifact weapon leveling system in the form of relic traits and the crucible. They tied it to AP and Convergence levels, and to make the new levels possible to attain they re-introduced a form of artifact knowledge, except they removed player control of AK progression and just time-gated it with weekly increases. The net result was to make AP once again important to players and to make grinding it a productive activity again.

And a true grind it is. There are several reddit threads in which mathematically-inclined people have analyzed ratios of AK to AP and estimated time required to get to certain points. But the thing I have noticed for my hunter is this: In spite of both AK increasing every week and AP increasing with each new level, it still takes me about a week to gain a level. This will change after I reach level 75 and after AK rates stop increasing, but it strikes me that this a whole new way to gate character power. Blizz for some reason has opted for an incredibly complex method to do this — why didn’t they just set a limit on how much AP you can earn in a week, or how many levels you could increase your artifact level?

Even more interesting, why was there this complete 180 on AP design? Why did we go from the official “We don’t want you to chase AP” to “Here is a whole new reason to chase AP — ready, set, GO!” ?

One obvious reason: MAU. My guess is that they saw their MAU levels falling as the AP rewards from game activities became less and less relevant for main characters. Players just stopped doing the daily stuff that was offering what had become insignificant rewards. So the magic metrics fell, causing this part of the Blizz world to start to look shaky in corporate eyes. Swinging into action — and without any apparent trace of embarrassment — they reversed themselves on the AP design philosophy, because chasing AP is the one thing that would bring raiders back to daily hours in the game. And raiders are the group Blizz values these days — basically anyone who runs regular or above raid tiers and Mythic+ dungeons.

It is nice that I can increase my alt artifact weapon traits by 10-15 or even more levels a day just by running a few world quests, but it is demoralizing that I have to continue to run them on my main just to feel like I will not be letting my fellow raiders down. Especially after all the assurances from Mr. Game Director Hazzikostas that after reaching Convergence, size artifact power doesn’t really matter.

If the all-important MAU numbers were falling, why could Blizz not have taken a different approach? For example, they could have significantly increased the non-AP rewards for emissary and world quests, and for early world bosses, or they could have added more cool mounts or pets as rewards for the non-Argus quests. They could have implemented some sort of catchup gear currency to be earned outside of Argus. They could have instituted a mechanism for alts whereby for the first two legendaries you win you get to pick which ones you want. They could have made Blood of Sargeras account bound, giving mains a reason to go out and get it, and giving alts reasonable-level gear with which to go and run their profession instances or to join regular raid groups or even just to compete on Argus without serial dying.

All of these things likely would have kept the MAU numbers up a bit. But Blizz does not design for players like this, they design for raiders, so the only idea they had was to re-institute the AP grind. Not the kind of creativity we are used to from Blizz.

So yeah — Legion reward system has some real A+ moments. Unfortunately it also has a lot of fail moments. Overall grade C+.

6 thoughts on “On world quests and rewards

  1. I look also at Broken Shore. Initially it was a nightmare to go and do the World Quests. Certainly getting the flight plans helped, but it was a battle from place to place, and not exactly solo friendly. Once we got flying we quickly finished it off and were looking for new. I suspect being grounded in Argus is also a means to keep the MAU numbers up. For me, I rarely go there unless it’s for the weekly World boss, or if the rep is an emissary. Other than that it feels much more punishing than Timeless Isle ever was.

    1. Agree. I really enjoyed Timeless Isle. Even though there was no flying on it, it was designed well enough to promote easy travel — unlike Argus, which is chock full of barriers and invisible walls designed to channel you into masses of very lethal mobs. TI also had very distinct “easy” and “hard” zones, so if you had a lower-level or badly-geared alt, you could stick to the easy zones until the alt was ready to take on greater challenges.

      I agree that part of the design of Argus is to stretch out play time and thus maintain MAU numbers — no flying, long paths to get to quests, lots of extraneous mob-fighting both to and from quest areas, etc. But I also think that it was designed with minimum resources just to keep the “content” pace of Legion. It simply would have cost more and taken longer to develop if it had been designed for 3-dimensional contiguous travel rather than as the discrete pseudo-scenario system we have. Additionally, the invisible walls serve to minimize the amount of extraneous artwork necessary, so that the horizons and distance features can be wall murals rather than actual places for players to explore.

      The standing Blizz joke is that any feature players ask for could “cost a raid tier”, but I think we are seeing that continuous “content” costs us much more than that.

  2. You are right. I can’t imagine though pulling guys designing the next expansion to come back and build a new rewards system or offer more pets and mounts, the solution has to be within the current system.

    1. Oh, for sure. Will not happen. (On the other hand, it seems possible that they expended significant resources to design and implement an entire relic trait and crucible system …) However, I don’t think adding some items to loot tables can be much of a big deal.

      Blizz did change some things to sweeten the WQ pot — for example, they now routinely award 6-10 Bloods as rewards for some quests, whereas before 7.3 you rarely saw even 4. I almost always run these WQs in addition to the AP ones on alts because I am chronically short on them. I almost never run gear WQs, though, because even for alts and even on Argus the gear is just not worth it.

      I think the thing I was — murkily — trying to get at was that there were a lot of ways Blizz could have chosen to motivate people to start doing WQs again. But by re-instituting the whole AP chase they chose to target only the minority of players who are min-maxers, only the people who care about very high artifact weapon levels. And while I suppose I fall into that category as a semi-casual player, I lament the fact that Blizz really seems to focus most of their resources on enticing more play hours from the non-casual player base rather than on increasing the numbers of truly casual players. I feel like they are designing more and more for the pro end of the spectrum and are on their way to abandoning what used to be the vast majority of their subscribers.

      1. I agree about their designing for the pro-end guys, I’m actually a bit upset that dungeons are now speed runs. I seem to remember some nostalgic ideas about getting some friends together and spending a night working through a dungeon and exploring in-depth content.

  3. I don’t like WQ. They are the exact same quests I did while leveling, and are extremely boring. I remember watching the BlizzCon about Legion and they said we’d rarely repeat the same ones — guess they changed their mind about that.

    My main complaint really is the bonus rep mounts. I have absolutely no problem grinding, even long grinds, but RNG is discouraging and unfair. It took me something like 10 months to get the fox, not knowing when or if I’ll ever be rewarded just makes me want to give up.

Comments are closed.