
This is Terminally Online: PC Gamer’s very own MMO column. Every other week, I’ll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we’ve all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice.
World of Warcraft: Forever‘s beta has just ended, and I’m basically sold, for now. I’ve had such a good time, in fact, that I dipped at around level 26 on my warrior (and 16 on a Shaman) because I didn’t want to spoil or burn myself out before the full thing releases in November and I am consumed in a quest-drunk fugue.
But there is one thing that’s rattling around in the back of my mind: This version of WoW is designed to be played perpetually (so in MMO terms, for about 10-20 years, give or take) at the level cap. There won’t be any expansions, and the game will continue to expand horizontally.
Which leaves a major question hanging over its endgame. Now, collecting a few interviews together, we’ve seen a smidge of what that’ll look like. In an interview with SkillUp, associate production director Clay Stone contrasts overtly horizontal progression systems (such as the Legacy tree) and gear, which he notes “our intention very much is to try to limit the amount of power progression as we release each raid tier.”
Speaking to IGN Nordic, lead game designer Tim Jones says that “we’re not going to make a Tier 2 raid without making the loot better … Tier 2 and Tier 3 raids will therefore have better gear, but we’re going to be responsible about it. We still want gear from previous raids to remain useful, such as the Onslaught Girdle.”
In other words, Forever’ll still absolutely have a vertical progression, but your best-in-slot might include gear from all sorts of raids, which… oh, boy.
I’m not going to put a wooden plaque on my chest and say the end is nigh. If Forever’s raid tiers only increase your overall item level by a couple of digits, then it really is not that much of a problem. It’s essentially playing out that power creep in slow-motion, and if it takes a decade for there to be a numerical difference between, say, tier 1 and a hypothetical set of tier 10 gear that matters for more people than just hardcore min-maxers? It’s all gravy, baby.
But as someone with a vested interest in these sorts of systems, I can’t help but wonder if Blizzard is just making broad, sweeping assumptions about the way it has to do things at endgame. Forever is going to be purpose-built to keep folks in this rehashed version of classic Azeroth for a very long time. Is it not poison to the entire exercise, then, to purposefully introduce vertical progression at all?
Going up, up, up
I can see a few issues—or let’s call them challenges—with this approach. Firstly, three tiers is manageable. But if Forever continues to add raid tiers, then those small incremental increases in gear power slowly stop becoming incremental at all.

Unless a character can set foot in a tier 3 raid comfortably without getting gear from the first two tiers, what you’ve done is essentially created an attunement questline. That questline being, ‘do several tiers of raiding to get up to snuff’.
In a game that resets every expansion, or season, this is a non-issue. But Forever’ll have the task of bridging that gap the wider it gets—either with catch-up gear, which kills the older raids dead, or by issuing stat squishes, which never feels good on the other end of things.
The other problem is that, even if you do solve those problems, you’ve only got so many players. The wider the raiding scene is spread apart over the course of these raid tiers, the harder it becomes to find a group or a guild to do the specific raid that you need.
This can be solved, as these interviews mention, by giving each class useful best-in-slot gear from lower tiers so that they have an incentive to go back and do them. But there’s another problem there, too: Characters only have so many equipment slots, and what’s considered a BiS getup is dependent on a ton of other difficult-to-tune factors.
My point being: Blizzard really cannot rely on gearing to keep Forever’s raiding scene alive in the long run, and yet (at least to start off with) it’ll be mimicking old patterns. Just smaller, more controlled, and slower-paced. It’s a little like trying to avoid an iceberg by designing the world’s slowest boat. Sure, you’re avoiding it for longer, but if you don’t put a steering wheel on the damn thing you’re gonna crash.
It’s a little like trying to avoid an iceberg by designing the world’s slowest boat.
This is by far Forever’s biggest risk. Playing the game casually is going to rock. Questing is going to rock. Levelling alts is going to rock. Forever has already convinced me of all of these things—but the delicate, finickity balance of a pseudo-horizontal endgame is far harder.
You have to wonder if a developer who has been designing linear progression systems for over two decades is simply finding it hard to break from that ingrained patterning. Jones’ words: “We’re not going to make a tier 2 raid without making the loot better.” They’re sticking in my craw, because… well, why not? Why are there tiered raids to begin with?
You could do as Guild Wars 2 does—new classes or skill trees to unlock that require endgame feats, character power for specific zones that’ll stay relevant in perpetuity, an equivalent of “masteries”. Basically, expanding the definition of what endgame is, and then having raids be a part of that ecosystem, rather than trying to slow-death power creep.
Blizzard’s going to have to learn some very hard lessons to get there, though. I think this attitude towards tiers will work absolutely fine for a while, but there will come a point where the developer has to wonder if it wants to keep kicking the can down the road or really, genuinely reinvent what an endgame is in World of Warcraft. And that’ll be either very exciting or very, very messy. Perhaps both.

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