A game is a platform that provides resistance to each player against a clear objective. The game’s rules and restrictions dictate what form of resistance each player must face along with the freedom of movement gifted to overcome it.
Now the creation of the game across all the parameters can be simple and straightforward like the game of chess, where you just need a board and 1 set of pieces of 2 different colors (platform), restrictions on the pieces abilities to move (rules) and an opponent which provides both the resistance a player faces and the objective which of course is to win said opponent. Or the game can be like World of Warcraft where all the parameters are complex and intertwined with each other while also being presented to thousands of players at the exact same time. If the server cant handle too many players and crashes (platform) we don’t get to play, if some players instead of walking/running around can glitch themselves through walls or in the air (rules) we get disadvantaged, if the bosses are too easy (resistance) we get bored. In other words to maintain a smooth flow of gaming experience its a huge task to manage cause if the chain loses a link at any point the game loses value because our progression towards the objective is either halted,diminished or unsatisfying.
Does WOW have an objective or do we define it? In chess players want to win but in WOW is it that straightforward? Well its true that WOW offers plenty paths for players to enjoy while also not demanding gaming time to all of them, letting people sort themselves out by their interests in PVE/PVP/Gold-farming/collecting/quest-completionist. But like victory in chess where one must first do a good opening, develop the pieces then avoid blunders in the midgame while finding a good attacking strategy all those paths in WOW (objectives) are viable only if the player reaches the infamous endgame.
This means and it needs to be emphasized, that from the moment any character is created its first and main objective is to reach the endgame and to do that there is one and only obstacle in the way, the leveling process. Tedious, repetitive and done OH so many times that its natural that people want to skip it given the chance and a company try to monetize that desire.
Welcome to the birth of the 58lvl boost, usable by everyone once per account for a fee!!!
Well it sounds good with returning players and newcomers to the game allowed to catch up with the server’s progress, also giving the opportunity for current players to create their alts that they couldn’t level up before. The effects being that more and more players are attracted to the game and on day 1 of TBC classic’s release bigger server populations will be achieved.
How can anyone not like that result, where is the flaw in the design? Could a method that helps players avoid a tedious process while hurdling them closer to the endgame have any significant downside? If the analysis of the boost’s impact stopped at day 1 of TBC classic then from the players perspective the answer would be no there is no significant downside to it.
Alas the game wont last only 1 day and if the boost damages its ability to retain players for longer periods of time then the assertion that boosts=more players is wrong. So lets check how the boost changes the rules that the game offers and see if it passes the sniff test.
Once a player unlocks the platform of the game (subscription) and enters the open world, the obstacles in the way of the objectives test and reward gaming skill, ability to learn and adapt, cooperation and time investment. Of all those the time investment is seen by many as a negative aspect that must be eliminated and not be a barrier to entry. But time to level your character and grow attached with a certain play-style is what makes the time invested in that character’s potential be beneficial to the whole server as you are now more inclined to not give up on progression while a boosted character is an emotional blank slate spawned close to the endgame, meaning when stuck in an obstacle the player will be more likely to give up and stop playing.
Keeping in mind also that time investment lessens the more skilled a player is, to downright replace it with real life money for a significant part of the game takes away importance from all the other skills required achieve one’s goals. Therefore the end result is when comparing players who have roughly the same skills and put the same effort in the game those who also paid to receive the boost will always come out on top. Now this is a recipe for unfair competition, and when implemented in a game always fails to retain the interest of the players.
Its like when playing chess before any moves are played where the 2 sides are perfectly symmetrical and have equal opportunities to win the game, when all of a sudden 1 player takes out his credit card and after swiping it the referee comes in and moves forward all of his pawns closer to the center, now one side has a clear advantage which wasn’t earned within any of the games parameters. No matter how small it might seem to some real life money shouldn’t be a factor at all to how a game is played lest the game condemns itself to become pay to win. And that is why i don’t think the boost will help the servers as it will diminish the effort players put into the game and slowly but surely force them to check out, in simple terms with boost=more players on day 1 but less players throughout the phases
In conclusion i would like to thank you all for reading my post, i know its long but i hope its helpful too, and i would also like to encourage anyone to post their opinions about the topic, just try to be cognizant of the fact that i only argued the effects of the 58lvl boosts to the player community. I didn’t mention impact on bots/gold-buyers/cheaters as i wanted to analyze its effect on the player base regardless of those factors so please stay on the topic if you happen to find yourselves wanting to criticize my position.