Twenty years ago, Wizards of the Coast had a problem. Magic: The Gathering was spectacularly successful, raising the company from a mostly unknown manufacturer of RPG supplements to the #1 gaming company in the world. But even in its early days, Magic was clearly becoming unwieldy. Incredibly powerful cards – the kinds that won tournaments – were already becoming nigh impossible to get without incredible luck or huge cash expenditures (or both), and the problem would only get worse as the game aged. New players would have zero chance of competing with veterans who had been there since day one, and as those veterans left the game, there would be no one to replace them.

Wizards’ solution was the Type 2 format, now called Standard, which only uses cards from the past two years’ worth of sets and the latest base set, so players in 2015 don’t have to worry about cards that were released in 1995. It was a highly controversial move, to say the least, when it was originally announced, pissing off vast numbers of fans who’d been there since the beginning and heralding “Magic is dead/dying” headlines on… well, probably the three or four websites that existed back then.

Wizards of the Coast was fine enduring the storm of player rage and emerged stronger than ever. Two decades later, Magic is still going strong, with about 20 million players across the world, and Standard is its most popular format. If you’re the cynical type, you can’t deny that a big reason for the implementation of Type 2/Standard was to rotate out old, overpowered cards, and “force” players to buy new cards. But if Type 2/Standard hadn’t come along, there’s no way Magic could draw in new players, who would continually get their face stomped in by megabuck decks full of cards made before they were born. Sure, it provided some short-term, regular, profit, but the move was made to bring new people into the game and help them be competitive as quickly as possible.

More alike than different

MMOs have many similarities to CCGs. Both are “continuing game services” with some level of progression for its players. As a result, at some point after launch, players have built up a number of material resources that give them an innate advantage over new players – cards for CCGs, and stats, whether through levels or gear, for MMOs – that has little or nothing to do with player skill. That’s great for existing players, making them feel powerful and all-conquering, but without some way to “boost up” new players and give them a chance against older players holding all those advantages, those new players won’t last long. And without new players, any game would die a slow, drawn-out death.


Wizards of the Coast realized this 20 years ago, and current MMO developers are also coming around, to a degree. Why else would so many of them offer instant near-max-level boosts and so many XP bonuses (along with occasional upward level scaling)? They know that new players, seeing awesome high-level gameplay, don’t want to do mindless quests for months to get there. True, getting to endgame in an MMO is probably quicker and definitely cheaper than assembling a top-tier CCG deck, but it’s also easier to quit an MMO and move on to one of the other hundreds out there if it takes too long to get to the parts that make the game stand out from the crowd or accumulate enough numbers to be competitive in PvP.

(This is a separate issue from having enough skill. It doesn’t matter how skilled you are, your level 10 character wouldn’t last a minute against a level 50 button-masher in pretty much any MMO.)

Right now, this is the preferred modus operandi for virtually all MMOs: Have a traditional leveling experience early in an MMO’s life, when people are just happy to be there and there are lots of people leveling around you. Then, when the leveling grind gets to be too much for veteran players and new players – all of whom, by definition, weren’t there at the start and probably aren’t as obsessively passionate about the game – don’t want to take a long time to enjoy the meaty parts of the game, introduce ways to skip leveling content and rush straight to endgame.

Does it work? Somewhat. Does it invalidate a lot of work on those early leveling experiences and generally make leveling pointless? Definitely. Is there a better way? Maybe.

New blood

The essence of it is this: Leveling in an MMO is a false triumph, a way to make you feel good about yourself by seeing your numbers go up without actually making you better – and maybe actually making your game experience worse. Does it matter if you do 1,000 points of damage every time you hit against an enemy that has 10,000 hit points or if you do 2,000 per hit against something with 20,000 hit points 20 levels later? To put it another way, is the level 50 raid when the game comes out any easier than the level 60 raid in the expansion? Or the level 70 one in the next expansion? Or are the numbers just bigger? What do you actually gain by increasing your level other than the ability to go back and do lower-level content more easily?

The biggest problem, though, is the multiplayer aspect. In a single-player game, it doesn’t matter if I level faster than you do in yours; your game experience doesn’t affect mine in any way. In an MMO, though, me being at level 50 and you being at level 30 does make a difference, whether we’re friends and can’t effectively play together, or enemies, and one of us will annihilate the other. Even if you’re OK with being torched by other, high-level players as you level – and I can see some of the thrill in that – a lot of people aren’t.


I think this is one of the major factors behind the dropoff that MMOs, especially free-to-play MMOs, experience following their launch. When you see the mountain of tasks that remain ahead of you to access the best parts of the game, you’re more likely to move on to something else – and maybe back to that game where you’re already at max level and get to do the fun stuff – rather than stick it out in this one, especially if you’re a latecomer and aren’t as insanely passionate as the people who are beating down the doors to the server on launch day.

This is why I’ve been advocating for games with lighter progression curves and, when feasible, the elimination of strict vertical leveling that does more to separate players instead of bringing them together – which is kind of the point of a multiplayer game. This isn’t to say there should be no statistical progression at all, but it should be meaningful and balanced. Getting a weapon that does 10% more damage is pointless if all the enemies have 10% more hit points. Similarly, there’s little point to having twice as much DPS as everyone you’re facing. It’ll be fun for you, for a while, until the people you’re farming decide they’d rather do something else. (And no, pounding on hapless players 20 levels below you doesn’t make you a good player.)

Leveling the field

I understand why games do this, and I won’t deny enjoying that mental pleasure of seeing my numbers go up. But it’s playing the short game, enjoying that fun rush at the beginning, while sacrificing long-term health – exactly the sort of thing Wizards of the Coast realized was having a detrimental effect on Magic: The Gathering, all those years ago. You can still experience that thrill of gaining new abilities and power, but it doesn’t have to come with separating players with a wide gap in their capabilities.

PlanetSide2 2012-10-10 21-50-31-83

This is how PlanetSide 2 and world vs. world in Guild Wars 2 work. New players are several steps behind long-time players in both games, but they can at least be competitive and, with a little skill or the help of teammates, win evenly matched encounters. Or imagine a game like World of Tanks or League of Legends requiring you to play single-player matches for 50 hours before getting to try out PvP battles or pitting you in matches against players with vastly superior firepower right out of the gate. At no point have I heard anyone in any of those games lament that they didn’t have to grind out levels before getting to play the core part of the game.

Could the same thing work in a non-PvP game? I’ll admit, that’s a concept I haven’t fully worked out yet, but I think it could be possible. In a way, it already exists, and you probably play a game that does so. When you do reach max level in an MMO, you don’t delete that character and quit the game. Now that you can’t level any further, you find other ways to increase your capabilities, often by acquiring new and better gear through raids, gear that usually has a relatively minor statistical edge over non-raid gear.

This doesn’t mean that I expect everyone to be handed top-tier gear or the coolest achievements as soon as they log in, or even – in some cases – that they should get to attempt the more difficult content in a game before learning some of the basics. But they should at least be on a fairly even playing field and get to try the best parts of the game as quickly as is feasible to begin working toward those high-end goals. What does leveling, with its disposable gear that we’ll replace every other day, add to the experience? Exploring various zones and a vast open world is nice, but there’s nothing that says that has to be tied to huge vertical stat increases. Again, you do dungeons after you’ve already attained max level, so why couldn’t this be the same in other zones?

To be clear: I don’t want to eliminate progression in MMOs. But hard vertical progression as the only means of advancement is unsustainable in the long run. MMO developers seem to learn this lesson a few years into every game’s run, making changes like purchaseable level boosts or level-scaling – often hand-in-hand with a F2P move that’s needed because they’re not drawing enough new players. Maybe that’s the best course, to start off traditional and then switch gears later, though I think that leads to messy conversions, like SWTOR’s recent level downscaling, and more consternation among existing players (“I worked hard for these levels and now you’re selling them in the cash shop?”), than there needs to be. If MMORPGs want to last for years, it might be time to they start building them like that from the ground up.

Jason Winter is a veteran gaming journalist, he brings a wide range of experience to MMOBomb, including two years with Beckett Media where he served as the editor of the leading gaming magazine Massive Online Gamer. He has also written professionally for several gaming websites.


  1. I have played MMOs for the past 15 years, which does make me old school. For me the entire point of an MMO is exploration, fighting monsters, and getting loot. Building up my character, making him/her stronger so that I can adventure in more dangerous areas. I have also played Guild Wars 2, which is a very polished game, but after a while it starts to feel pointless. going back to old zones and having to fight through all the mobs because of auto-scaling is just annoying, because I have put in all the work to become powerful. There is no point to the game, other than playing for “fun”, and having to fight level 5 mobs when you are actually 80 is silly.

    I like vertical progression, because frankly horizontal progression is boring, and feels unrewarding.

  2. I agree that hard vertical progression is getting outdated, at least here in the west, I know that our Asian counterparts may have a totally different viewpoint on it. Here is how I see it. Vertical progression serves a few purposes, 1) Learning the game and the class. True, games hand our max level characters, but most people are not very good with them, because the leveling system allows you to understand the myriad skills and nuances of that class as it grows. 2) Spacing people out/stalling them. Creating content doesn’t always have a quick turn around time, and we’ve seen games where everyone gets to the end and leaves because there is nothing to do. 3) Forcing commitments on the part of class decisions. By his I mean that not everyone has a healer, tank, and dps without leveling them all up.

    As far as the treadmill of increasing stats only to hit mobs with that much more HP points, that’s true. However, more games are adding dailies in previous end game zones. For the end game raider, they can take that gear stats and more easily do those dailies. Sure new players get boosted to the end, but a lot of the time their not quite strong enough to do that content by themselves, or to run through it as quickly. Games like Neverwinter, DCUO, and Age of Conan come to mind when I think about these systems. So it still rewards those who are OP (at least in PvE).

    All that said, I think it actually helps group interaction. From my 16 years playing MMOs and meeting all kinds of people and talking to them about gaming, the #1 people stay in a game in the people they play with. If people get a a good group of friends that are passionate about the game, they will stay. And as a newcomer, that can’t steamroll all the beginning end game content, it’s a fantastic way to get to know your new guildies because they are not yet string enough to play the newest content yet. That in turn give the OP members a reason to go back and play that content again; to help their new member get stronger. So developers should aim to boost them up quick, after the game has been out for many years, through many expansions, just like your wizards example, but not when it comes to the end game, because there they should get with a good group of people and form friendships to get the job done together.

  3. I feel the underlying issue is more one of keeping the linear progression engageing and meaningful. Anarchy Online has one of the longest character progressions of any mmo I’ve ever played with something like 230 levels last I remember. But levelling wasn’t the only way to progress and twinkling on more advanced gear was a huge part of the game. Age of Armours method of improving gear added another dynamic method of development . Devs it seem just go down the WoW rout of get this gear at level x and that gear at level y with very little verity in between

  4. WvW doesn’t give a level 1 or even a level 50 an equal footing against geared level 80s, they squash you like a bug even with the stats boost.

  5. I don’t even bother with online games that have any sort of vertical progression at this point. Ghost Recon Phantoms was the last straw.

    • I feel you, I’m also sick and tired of vertical progression games, but the so-called sandbox games don’t have horizontal progression either.

      All of them are being advertised as “You can do whatever you want and still progress.” No, you can’t do that. The prime example of a sandbox game that I’ve played for an extensive amount of time was ArcheAge and all that farming/all other professions stuff is really not what “You can do whatever you want and still progress” means. You are still locked within the game rules, which are slightly wider than what WoW, for example, has to offer.

      To me a sandbox game, where “You can do whatever you want and still progress” is a game where you don’t have to be a fighter or a wizard, killing epic monsters and finding treasures to progress into a game, it would be the exact opposite – you can make a guild where you run a storage house and supply other players and guilds with materials, and in fact you get your own storage house building and so on, be a merchant, be an auctioneer, go fix broken fences and chase chicken… that kind of freedom. That’s what’s wrong with gamers and developers nowadays – when you say “Fantasy MMORPG/RPG” people immediately imagine a knight, rogue, wizard and a cleric venturing trough a forest or a castle dungeon fighting undead rats or whatever, but this isn’t all there is to it, all the small things matter as well, the ones that I’ve mentioned earlier. Even WoW doesn’t feel like a real fantasy world, since if you want to progress in the game, you have to do what everyone else is doing – do what you are supposed to, by the game’s rules – go take quests, fight monsters, gear up your character and repeat. All the crafts and professions are small distractions to make people believe that the game is actually diverse, but it’s still the same themepark from years ago, nowadays MMO developers either directly employ the themepark mechanics or employ them, but add some distractions and brag that their game is actually different, a sandbox game.

      If developers want the genre to evolve, they should take a leap of faith, if they just want to get paid, they can do what Call of Duty and Assassins’ Creed developers are doing – releasing the same game over and over again every year and building a statistic of how many idiots will fall for the same trick every year.

      • The reason no one makes a game you’re describing is because MMOs are not RPGs. They are action games with RPG elements. Meaning they are mostly about the combat. No one is making a game where you log in and sit behind a virtual desk being a virtual business man or shopkeeper for hours at a time. Because that’s not fun and no one would but it.

      • Exactly, it would mean parties/guild/players would NEED a gatherer/crafter to do stuff for them. So they can have gear(which is only created by players) or anything else(which is created by the player), people are confused on what makes a game great anymore.



  6. I really don’t agree with your article tbh. I think some points are valid, but I actually hate gw2 level scaling system because I hate being slowed down by stupid mobs when I’m just travelling somewhere. I also love leveling in an mmo. I may be a bit weird in this aspect, but I usually quit a game/lose interest when I reach max level and I find I have to do dungeons and such to level/get better gear. I just think that rather than decreasing level progression curve or whatsnot, making the game fun from the start is another valid option which should please everyone. A really good example of this is wildstar, for me at least. They have such a fun quest experience early while also having normal kill/collect quests and not too fast leveling system, it’s one of the few games which I enjoyed immensely out the gate, of course the combat helped with that too.

    • To each their own. Oddly enough you point out gw2 as a bad example when it’s one of the few mmo’s when the game doesn’t start at end game.

      One thing you said makes no sense at all though. You said you dislike gw2’s scaling system…. because you hate being slowed down when hit by mobs? Those two things are completely unrelated. If you don’t enjoy it that’s more then fine, though the reasoning behind it seems a bit off.

      • I meant the level getting lowered when travelling to newbie zones and such. I like exploring the world and doing every single thing on the map, so when I try to explore something I missed in lower level zones and have to kill every single mob, I get really annoyed. I actually love gw2 overall, but I hated this part of it.


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