Can Blizzard Pull Off "Horizontal" Expansion?

The concept of "vertical" vs. "horizontal" expansion is a driving force in game design. Will Blizzard's upcoming Cataclysm finally steer WoW toward 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?

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Eh
# Nov 25 2009 at 1:24 PM Rating: Decent
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2,047 posts
I think them changing the level cap by only 5 is a sign they're worried about scaring off new players. Leveling to 90 seems harder than leveling to 60 to enjoy the game. So for the people who haven't played wow yet, they want them not to be intimidated by the level cap. Blizzard has stated plans to make those 5 levels seem as "epic" as 10 levels.

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.
Eh
# Nov 25 2009 at 11:47 PM Rating: Good
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I don't disagree, karth' - I just think that one needs to keep in mind that there are some people who consider the latest Star Trek a lame attempt at rewriting history, and who play WoW specifically FOR the lore - and when you toss out the lore, you alienate that group to the point that some of them simply can't adapt (Star Trek: Enterprise, anyone?).

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.
Eh
# Nov 26 2009 at 5:46 AM Rating: Good
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i actually dont think that is why they are revamping azeroth...sure it would make it easier for them but they arent going to suddenly go "all our previous lore does not apply" because the whole point of cataclysm is to make it so that events that happen actually affect the world around you which is going to involve a major amount of lore (most of which is already written...deathwing anyone?) they are still going to stick to strong lore and they have stated they are going to try to incorporate more cutscenes into the game to strengthen their lore more...they are always going to work around certain bits of lore and mess it up a bit because WoW creates a living world rather than a static one like in the warcraft games so they will need to change things. I actually expect cataclysm to boost the amount of people that will subscribe to WoW for the lore or at least partially for the lore to be honest
There has been some horizontal expansion...
# Nov 25 2009 at 12:00 PM Rating: Good
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499 posts
One could argue that the introduction of the Draenai and Blood Elves as playable races were horizontal expansion. They also brought shammies to the Alliance and Pallies to the Horde, providing a new gameplay experience that had nothing to do with level cap. Jewelcrafting as a new profession also provided horizontal expansion.

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.
What blizz needs to do
# Nov 25 2009 at 10:49 AM Rating: Default
What I would like to see Blizz do to keep me interested, and this is just the opinion of one lowly user, is quit focusing on the high end raid content and give a little to the solo players. Personally I can't spend 6+ hr's a night playing wow raiding naxx or ulludar (sp?) just to get the great gear. What I can do is work on long quest chains, a little bit here and there, over time . Or gather mats and skill up tradeskills to craft things. None of which equal the drops from raids. So no matter that I spend my 15 dollars a month, unless I quit working for a living, in which case blizz doesn't get their money, or find sombody to support me and let me play WOW all night, I don't have a chance at the great gear. If they are talking horizontal expansion how about a little of that? BOP tradeskill items that equal epic raiding gear that dont require you farming 25 man instances for weeks on end to get the mats. Or quest lines that are soloable or duoable that may be 20 or 30 quest lines long but end up with some epic gear. I don't mind working for stuff but I want it to be worth something when I get there. Right now if it's not raid it's not anything. When you're locked out of content because you don't play enough to get the gear needed for the content something is definately wrong
What blizz needs to do
# Nov 25 2009 at 12:10 PM Rating: Decent
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132 posts
I understand where you're coming from, but there has to be SOME reward for the people that take the time to learn and defeat those major end-game areas. That will always be the best gear in the game, and the rest will have to settle for having the second-best. That's how the gear creep works in this game... run normal instances to get your base gear that lets you run heroics. Run your heroics, get your emblems, run the daily H, get your emblems, that gives you the gear necessary to face the end-game content.

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.
What blizz needs to do
# Nov 25 2009 at 11:47 PM Rating: Default
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267 posts
Hence the current situation where people think I'm bonkers for playing a hunter that's not surv (cause everyone knows that's the best spec) and a warlock that's not destro (cause everyone knows that's the best spec). Some people get far too caught up in 'you must have this gear and this spec and be using this canned rotation. Nothing wrong with just having fun playing the game. Especially if you're still compatetive compared to the obsessive ones who can't think for themselves and base everything about their characters off websites.
What blizz needs to do
# Nov 26 2009 at 5:50 AM Rating: Good
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77 posts
i play a marksman hunter and can still out dps an equally geared surv hunter sometimes...in cataclysm they are fixing the whole "this is the best spec now DO IT" thing with the talent revamp
What blizz needs to do
# Nov 26 2009 at 11:03 AM Rating: Decent
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132 posts
But they can't. There will always be ONE build combination of spec, talent points and professions that is the optimal build. I wish they could fix it, but they don't have the time to dedicate to the task like the power-game number crunchers do.

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.
What blizz needs to do
# Nov 26 2009 at 4:54 PM Rating: Good
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77 posts
but talents are now going to be much more focussed on changing your play style ie giving you new abilities (chimera shot) rather than boosting your abilities or stats so that should improve it slightly and since they ARE overhauling it entirely they will have much more time to balance it all out so we will see
adsf
# Nov 25 2009 at 9:35 AM Rating: Good
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111 posts
Good read. I think another great example of a horizontal game is Final Fantasy 11. Early on they were raising level caps, but since 2002 or 2003 the patches and expansions have all gone towards adding more and more content and items that are refreshing and different enough from the last expansion but doesnt raise the level cap. In Blizzard's case, they have a proven formula of vertical growth, so I don't really beleive that the new expansion is an attempt at altering this model. I think it it has to do more with re-prioritization of WoW in general. Meaning they are saying they are working on a new next gen MMO. With the focus on that project, it seems that WoW expansions in general might be more horizontal in the future, and we won't be seeing the grandiose expansions that we were used to seeing in the past. Another thing I think about too is how empty alot of those old world zones are, and them wanting to breath some life into them to attract people there so they would not be wasting all of the resources that are running those zones.
WoW 2.0?
# Nov 24 2009 at 9:44 PM Rating: Good
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104 posts
Certainly seems to be Blizz's hope. They have been gradually phasing out as much of the existing WoW as possible, eliminating the first 60 levels - re-scaling so that you can skip through Azeroth as fast as possible (or ignore it altogether by just rolling a DK). It's clear they were trying to shove people out of Azeroth for some reason.

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...
It's not horizontal
# Nov 24 2009 at 3:36 PM Rating: Good
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132 posts
Let's have a REAL "Horizontal" expansion. This is the second Burning Crusade.

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.
It's not horizontal
# Nov 24 2009 at 4:00 PM Rating: Good
IMHO This poster is right on target, to a degree. I do agree that there is a "move" toward the horizontile, but it is certainly not fully or even mostly horizontile. In my opinion the "re-do" of the old world only draws attention away from the fact that the storylines are frozen in time. For instance, if you are in Northrend fighting the armies of undead and competing in the tournaments you have experienced a passing of some years since you began your work as a hero. However if you venture back to Westfall researching the claims of the Black Knight then you discover that, despite you killed him, Van Cleef and his riff raff yet plague the people of Westfall and pose a threat to the harbor at Stormwind. These people are all locked in a time bubble, a virtual Einstein - Rosen bridge. IMHO it is time for the gnomes to get back Gnomeregan. Time for the Night Elves to run the Orcs out of their forest homes. Time for the Orcs and the humans of Theramore to forge ahead on the relationship of Jaina Proudmore and Warchief Thrall. Time to see an end to a number of conditions that have remained stuck in this time bubble. FIRST let me say that if they wanted to fix this they could do so - Take a look at the gate to Ice Crown. Once you complete a series of quests there is a cinematic and from that point on the world changes and is no longer the place that it once was. This effect needs to be applied to the rest of the old world in order to make it TRUELY horizontile. I would pay for such a re-do even if there were no level advancement at all. My guess is that others would also.
It's not horizontal
# Nov 24 2009 at 7:57 PM Rating: Decent
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132 posts
Excellent points all-around.

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.
Completely unsure
# Nov 24 2009 at 12:20 PM Rating: Good
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4,684 posts
Well, for one, I doubt Cataclysm will be "as close to WoW 2.0 we'll get": we all know Blizzard is going to do a sneaky announcement of WoW 2 in 10-12 years and psych out their entire fanbase in addition to the whole gaming industry. That said, I can't be sure as to what effect this expansion will have.

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 ***** 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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