View more from World of WarcraftCan Blizzard Pull Off "Horizontal" Expansion?
A little more than a year ago, we came across a post by Tobold (of the popular Tobold's MMORPG Blog) called "Horizontal expansions to vertical games," in which he explored the differences between "horizontal" and "vertical" expansion in MMOs. His blog was actually inspired by an earlier one by SerialGanker about horizontal expansions, pointing out Blizzard's apparent knack for "invalidating game content that subscribers have spent considerable effort to achieve," as he put it. The video game concept of "horizontal vs. vertical" isn't just about expansions; the notion applies to things like gameplay and progression as well.
In the context of MMO expansions and content though, "vertical expansion" is best described as expansions or game content that further the endgame by increasing a hard power cap (or maximum character level, in World of Warcraft's case). As Tobold pointed out, WoW is a traditionally-accurate example of the vertical expansion model; each of its expansions raised the level cap by 10, and the raid content released in-between always introduced more powerful gear. But for the first time in five years, Blizzard is developing Cataclysm—WoW's next major release—by using horizontal expansion (in part, at least).

You might be wondering what the deal is with "horizontal vs. vertical expansion" in the first place; is one form better than the other? What does it mean for the players? Quite accurately, Tobold offered the card game Magic: The Gathering as an example of horizontal expansion; a player's "power cap" doesn't increase with each expansion. Instead, expansions offer new cards (content) and game mechanics that allow the overall IP to stay fresh and engaging, without rendering prior content obsolete. In fact, players can still use content from the original game just as competitively as that released in any of its 50-plus expansions.
In MMOs, horizontal expansion is a similar model; instead of raising a level/skill cap with more content piled onto the old, it's about adding new content and game mechanics that work in synergy with existing content. Historically, Blizzard—and many other MMO developers—haven't been able to pull off the horizontal model for retail expansion packs. Players want a lot of bang for their buck, and the easiest way to offer that "bang" has usually been to make them more powerful by raising their power cap.
Some MMOs, like EverQuest, were able to pull it off, as well as those prized for their PvP, like Guild Wars, Ultima Online and Dark Age of Camelot. It's much harder to entice players to spend money on a horizontally-modeled expansion for an MMO that's built around its own hard cap and the PvE experience. Games with great PvP, on the other hand, lend themselves to horizontal expansion much better; players are willing to spend cash on an expansion when it offers new and fun ways to compete against each other, even if their "power" isn't technically increased.

While there's plenty of fun to be had with WoW's PvP, it isn't what defines the game. Whether it's the leveling experience or perpetually maxing out your character for harder endgame content, most people come to WoW for its PvE. But in the early years, Blizzard wasn't developing that PvE content in a way that could be easily adapted to horizontal expansion.
The developers began attempting some horizontal expansion by adding things like flying mounts, new classes and new professions to the game, but most of these changes came packaged with the traditional, vertical expansions. Blizzard recently started introducing more drastic changes between retail expansions, like the updated game mechanics and new content we've seen since the "2.4 era." This helped to retro-fit WoW into a game that might better support horizontal expansion, which is what we're about to experience in Cataclysm.
Although Cataclysm will raise the level cap like past expansions, Blizzard is only increasing that cap by five levels this time, instead of 10. This will be WoW's first retail expansion that isn't chiefly relying on the "more power" factor; in true horizontally-modeled spirit, Blizzard is changing the game instead of just piling on more new content.

As most fans already know, the entire Old World will be reshaped by Deathwing's emergence; almost every zone in the game will be physically and graphically changed to reflect the expansion's story. Aside from adding new character races, skills, a new profession and a reworked guild system to WoW, Cataclysm also introduces the ability to use flying mounts in Old Azeroth; a prime example of horizontal expansion.
In an earlier story, ZAM speculated about the impact that Cataclysm will have on WoW's long-term sustainability; we suggested it's as close to a sequel (or a "WoW v2.0") as we will ever get—and that it might prove to be the expansion that extends the game's lifespan by another five years. But Tobold and many other community members shared a similar notion more than a year ago, before Cataclysm was even a rumor. Is this a testament to the uncanny insight players have when it comes to their favorite MMOs, or a sign that there might actually be something to this whole "horizontal expansion" style of gameplay?







The gear difference will probably be as great as they have been between the last expansions. Just over 5 levels instead of 10. If they don't improve the gear drastically, a whole line of people will feel no reason to play.
People play for a lot of different reasons, blizzard has to keep them all coming back, not just a few types of people.
Cataclysm is allowing them to fix a lot of the stuff they have trouble with - like balancing complex classes, okay lets make stats simpler. After destroying the world and rebuilding classes, they can change the lore however they need to make the game keep going. IE like the last Star Trek. Go back in time and change things so you have all new content. Both are writers ways of giving them total control over the storyline without upsetting the fanbase as much with "this doesn't make sense," because after you've shaken up a world, a lot more concepts make sense.
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Tossing out or rewriting the history of the world doesn't imapct the folks who PvP and don't care, or folks whose only concern is gear or raiding. However those who read the flavor text, follow the storylines, care why a particular instance exists are chewing their nails waiting to see whether Blizz is about to destroy everything they love about the game - and since they don't tend to be the ones who spout off in forums, etc., one wonders whether, and to what extent Blizz (with their history of suddenly changing directions in order to respond to the loudest whining voice, regardless of what it does to game balance) is considering that audience.
I think Blizz has tried the best it can to provide some horizontal to go with the vertical. At the same time, they have to cater to top-end players who want greater challenges and shinies as well. Hopefully with Cata they'll find a solid balance between both.
"Your theory is crazy, but not crazy enough to be true." - Niels Bohr
Now where I would like to see raid content change is the continuous difficulty creep. The (very) vocal minority that are out there with every add-on imaginable, that have number crunched every last thing in the game to the "ultimate" build that all raid members have to be running, constantly whine that they need more of a challenge in the end game. When Bliz listens to them, it makes that end-game content that much more inaccessible to the rest of the player base. I can understand content not being geared towards a warrior that wants to specialize in a gun, but there is no reason that a character with different professions or 5 points different from the "prime" build should not be considered a viable character in a raid. 3rd party programs should NOT be mandatory for raiding.
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The fact that they have yet to be able to balance builds without constant nerfing over the last 5 years shows that they probably won't be able to balance it this try either.
I know - there seems to be a loud cry in the forums for not having to work your way up - because doing the same quest a secnod time (on a different class and race) is too 'boring' for the loud whinging instant-gratificaiton crowd. And yet, when I speak to people in game, overwhelmingly they seem to see this trend as a negative. Will Blizz keep them as customers - will "WoW 2.0" extend the life of WoW? For the crowd that thinks the recent changers are a negative - a way of tailoring the game to cater to alts vs new players, to keep players hanging on a bit until their new MMO is out, and to drive players out of Az to play only the newew content, the changes may be enough to push them out of the game. So to me, it seems the question is 'has Blizz accurately estiamted whether the loud voices are in fact the majority voices?" They don't seem to have had a good handle on that in the past, so it will be interesting to see whether they have accurately predicted this time.
Be interesting to see how it goes...
Improve old-world content. For example, outside of an achievement what use is gear from old world? What use is rep? Update the gear and make the rep easier to gain, and give players incentive to actually explore the rich history behind the game. Make it so that new toons are encouraged to, for example, grind rep with the Argent Dawn in their 50's in order to get good gear to take to Outland. Right now it's pointless to work for any gear before heading to a new expansion pack's zone because the greens that drop are better than any gear you're going to bring with you, even the top level stuff.
That's what I call a "horizontal" expansion... one that improves aspects of the game for all levels. Re-designing the scenery and adding new races doesn't cut it in my opinion. Allowing flying mounts in the old world isn't "horizontal" either. Encourage people to make new toons and actually PLAY them rather than power level them. Make it a whole new experience for people.
Just my opinion.
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Goes along with what I've said for a long time now - over on Quel'Danas, Kael'Thas' forces should be taking over the island again as no one ever does the dailies there.
Over at the dark portal I had a glimmer of hope... because where once it seemed that the battle was always a stand-still, more and more I would see the battle move to the stairs and more demons coming through the portal to old world... but I know Bliz will never take that anywhere.
On one hand, an expansion like Cataclsym, that is 'mostly horizontal', might solve a lot of the problems players are getting bored with/sick off in the game - I for one am growing bored with the races, customization options and sceneries I've seen over three-hundred times now. Not to mention the graphics. While the graphics aren't the easiest issue to improve, Cataclysm could make WoW last a lot longer by implementing new versions of the old stuff we all loved and deeping out the lore. Or basically, by 'horizontally expanding' the old content.
On the other hand, it might not work at all because for some people (me being one of those) the graphics are simply becoming too much of a hassle to ignore. I like looking at stunning scenes when playing a game, and while WoW initially did a good job in providing them, it can't seem to really impress me anymore now that I've player newer games with better graphics. When WOTLK came out, I loved the Howling Fjords zone because it managed to give me a slight portion of that feeling I had when I rolled my first Dwarf back. I think that if the graphics of the game were on par with what's currently ruling the market, the Howling Fjords might've effectively been able to completely bring that feeling back. For people like this the only way to keep them playing would probably be more vertical expansion. More raids, more grind, etc.
All in all, who knows where we end up? I doubt Cataclsym will screw up the entire game, but to what extend it will keep people playing I really don't have a good guess.
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Well maybe you're right, but open your eyes:
the main difference here is that I try, try, try...
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