With the announcement of BfA came the inevitable news that we would all be receiving a free level 110 boost along with the release. This is now expected with every increase of level cap, theoretically to allow a new player to jump in and start playing the new content immediately. Or maybe it’s for luring lapsed players, tempting them back with the offer of immediately playing with their still subbed friends.
Neither of which makes a lot of sense. If you’re a new player, than you would be much, much better off starting from the very start. MMOs have an overwhelming number of systems and mechanics to learn, and the idea that a brand new player could - or should - start close to level cap seems counter productive. The most likely result is feeling lost, confused, and unlikely to continue. Compare that to levelling from scratch, discovering the world and your class as you quest, and experiencing the wonder of the MMO genre.
I can’t imagine playing GW2 or LotR or SWtoR, games I’m far less familiar with, and starting anywhere but at the beginning. Similarly for lapsed players, the rust takes a while to shed, and chances are you would be better served rolling a fresh character and feeling your way back into the game. With levelling pathways so streamlined and rapid, even without heirlooms, there’s no reason not to. And if you are playing with friends, the recruit-a-friend mechanic should be tempting enough to get them to help you speed your way to the top.
Which leaves us with existing players. Perhaps that’s who these boosts are targeted at? A bonus auction mule, or crafting specialist, or gathering bot. That’s the only reason I can think they might be tempting. If you’re already playing, you’ll have favourite characters and are unlikely to want to roll something brand new.
I’ve had boosts for the last few expansions, and used them eventually, but found that as soon as I boost a character I never play it again. During Warlords I developed a plan to level a couple of alts in order to have a full complement of crafters. The boost mechanic meant that if you were level 60, and had any level of profession, your profession level would be boosted to max along with your character. So I dutifully levelled a Herbalist/Alchemist Druid and a Mining/Blacksmithing Paladin, and boosted them to 90. The problem was that once I logged on to them I didn’t recognise who they were. Weird armour, strange abilities, meaningless action bars.
I think the problem is I tend to invest in the story and mythology of each character I level, so skipping 30-40 levels of those experiences means the characters become strangers. I don’t know them, and they don’t know me. Compare that to all the many alts and several max level characters, who are all someone in my head, and who I can’t face deleting even though many are long parked. A level 10 Rogue who server transferred several times just to snatch some twink trinkets. Two stalled level 60 Paladins (hello, Hellfire Pennisula!), a Tauren and a Blood Elf, each seeking their own interpretation of using the Paladin’s light. You could argue that these are pointless characters given they’re not playing endgame, nor ever likely to, but I agree with Bhagpuss: “Sometimes the sheer fun of doing something is all it takes to make something worth doing”.
Like Syp, I would often level tanks through dungeons, enjoying the low level leadership and fast pace of levelling. And it does give you some sense of story, even if it’s contained to instanced events. But I recently decided to take a Bear Druid via the same less travelled path, eschewing heirloom armour, choosing levelling zones to play and finish, and avoiding dungeons. It’s slower, but not terribly much, and far more interesting. You meet characters of great lore and history (note Sylvanas and Deathwing above, both encountered through levelling), and many of the quests are extremely well designed - Garrosh Hellscream’s story in Stonetalon manages the nigh-impossible feat of making him seem like a reasonable fellow.
Most of the zones are beautifully crafted, especially Northrend where I’m up to now. Bonus things like capturing unique battle pets as you travel and levelling gathering skills through each zone makes the whole exercise relaxing and entertaining. And I understand my character perfectly: the rotation, which gear to use, which skills to add to the hot bars and which to ignore.
Maybe the best use of a boost character is to park them near some old world rare spawns, or outside Karazhan to try for the horse each week, and treat them like the strangers they are.
Eden Rabatsch -
Agree completely. I guess the only instance I could think of is a person who loves the MMO genre itself and in dancing through them and seeing mechanics etc is more interested in the overall play. Of course, that would be anathema to me…can’t wait for WoW vanilla though every day they wait, they lose a prospective customer as I might fall into something else if I ever finish all the Secret World content.
On a related issue, I was listening to a debate sparked by EA games in which people pay to jump the grind and boost development….meaning you pay extra to play less??? If the grind is fun, no need to do that meaning do game companies design bad grind but good mechanics so people keep paying?
I’d be surprised to see WoW Classic before the end of 2018. Plenty of time to play something else! You pay extra to skip the grind I guess. Some people like working their way to a goal, some like jumping straight there, even if the work route is fun or well designed. You might be right about designing painful grind to tempt the gear boosts - how well they hide that is probably the key to whether the community accepts it or not. Though pay-to-win will always be offensive I think, as it’s patently favouring the rich. Pay-to-skin isn’t nearly so bad - Overwatch got it right I think.
The whole loot box thing is really just a nice earner for the developers, and while they make a kind of sense in a free-to-play game, it’s really weird seeing them in AAA paid games like SW Battlefront.