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What is horizontal progression?

  • Morvul
    Morvul
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    Faugaun wrote: »
    Ffastyl wrote: »
    Faugaun wrote: »
    Why would a developer do that to their own pride and joy? I have no answer to that question.

    I have an educated guess to that question:

    As was previously stated, creating horizontal progression as we have defined(new item sets, more skills, more weapon types) is more difficult than changing the numbers on a spreadsheet or in a database. It is simply easier to create more levels with higher stats than new feeling mechanics. When creating a new mechanic, you have to be sure players can understand it, it is in line with other mechanics on power, and it cannot be exploited. That versus increasing the stats on gear -- we know which one will be done when time and/or budget is short.

    The other reason is to copy WoW. MMOs, especially MMORPGs, requires several fold more funding than the average AAA game. Where that money comes from is either investors, who want to see a company, not a single product, or big publishers. The big publishers are conservative, and with good reason from a business perspective, so they will fund products that follow a tried and true formula. The studio in charge of making the MMO does not have the leeway to try something radical, let alone new, so they copy WoW with a reskin.
    Faugaun wrote: »
    Just like if I want to go start a retail outlet....if I copy everything walmart does (only I do it after walmart) will I ever beat walmart? No!
    spoqster wrote: »
    Thanks @Faugaun for the write up. I particularly liked your examples with jab and kick and with the taunts. I hope this will help many players to better understand the difference.

    Also really great posts by @Tolmos and @Morvul for simplifying. That will also help communicate the idea.

    For what it's worth I explained my take on it in a comment just today. I figured I post it here as it may also help players understand HP: http://forums.elderscrollsonline.com/en/discussion/comment/1998732/#Comment_1998732


    Two notes:
    • I would consider having a limited number of slots a defining aspect of a horizontal progression system. Example: If you had unlimited skill slots, unlocking new skills would make you stronger because they would give you all the options at the same time as opposed to forcing you to make a choice.
    • Many put gear progression in the vertical category. It is a bit difficult to tell, because you have a vertical system inside a horizontal system inside a vertical system (quality, gear slots, gear levels), but I would argue it is primarily a horizontal system. Once you get to endgame the level component is gone, and you can exchange different set pieces that are all supposed to be equal in power but offer different flavors of power. That's pretty much the essence of a horizontal system: With every new piece you find, you have more options for your character. The quality verticality on top of it is comparable, albeit stronger, to the small increases in skill power over levels 1 to 4 of that skill.


    Generally I agree and you guys are swaying me on the "gear is horizontal" argument.

    well, gear is both, in my opinion at least.
    Upgrading from purple to golden gear, or from VR14 to VR16 is clearly vertical gear progression.

    But obtaining a tank setup in addition to my DPS setup, or even just another DPS setup for specific circumstances - that's as horizontal as it gets...
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