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Triple the Fun?

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Blizzard has a recruitment promotion for World of Warcraft (WoW) that gives the recruiter and a new member triple experience while questing together. I'm interested in working in MMO development, so I thought this might be a good way to get to the endgame in WoW. While it seemed like a good idea at first, I soon found that this type of unbalanced leveling led to a host of problems.

I began as a blood elf hunter and my friend chose a blood elf warlock. The first few levels felt easy, which is typical and helps to get players hooked. There were some nice areas, such as Farstrider Square, that had a lot of quests and were well-designed.

The problems started occurring after the first few levels. I actually got to a point where I had absolutely no quests, perhaps because I had missed a breadcrumb quest or leveled too quickly for the area. There were too few quests to start, and then there were too many. My friend and I began abandoning more fun but time-consuming quests for the kill quests, as they would provide more experience points for our time. The quest flow was completely thrown off by the triple experience. We were abandoning quests that would unlock other quests, and leveling became a dull grind.

There were other problems caused by the unusually fast leveling. We had too little money, as items we would normally gather and sell in the completion of quests were no longer acquired. This led us to be too poor to buy some skills unlocked as we leveled beyond our financial means.

I may have enjoyed WoW more at a normal pace, but the triple experience seems to turn leveling into a grind. I would hope that a lot of the fun in an MMO could come from the journey, not the destination (or endgame). If I'm going to spending hundreds of hours in that virtual world, I want to enjoy as much of it as I can.  
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When DLC Goes Wrong

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I was thrilled and devastated to finish Prince of Persia today. The game that had been my welcome obsession and favorite form of relaxation had ended. In the interest of avoiding spoilers, I won't share the ending, but I was more than a little disturbed by what I saw before the final credits rolled.

Fortunately, there was an epilogue released recently, which I hastily downloaded. I paced back and forth, wondering what would happen. How would they resolve the story?

I started up the DLC, and found it to feel entirely different. There was a dark tone, and Elika and the Prince had been reduced to bickering children. The DLC takes place inside a deep, cavernous palace, eliminating the lovely vistas and scenic views I so loved. The incentive to explore is all but eliminated, and the healings are gone. The lovely rewards of this level are gone and all that's left are the dank, diseased areas.

I would feel better about being stuck in diseased areas if they didn't become so dramatically difficult. The game was clearly trying to stand up to reviewers that criticized the game for being too easy. Instead of a relaxed, balanced level, the game resorted to annoying arcade mechanics to make it more "difficult". For example, when there was once one patrolling enemy blocking my path, there were now two or three, each on their own timer. While the Prince could often narrowly miss each enemy with one fluid, carefully-timed run, he now was stuck waiting for three balls of goo to line up just so. It completely ruined the momentum and spirit of the game.

Another frustrating element added to create a greater "challenge" was giving the player no clue as to where to go. At one point, I had to slide down a wall, dodging almost 12 diseased balls of goo. When I finally made a successful trip to the bottom, I had no idea where to go and fell to my death. Finally, I figured out that I had to jump offscreen to an area that I had no clue existed. This creates a lot of unnecessary frustration for the player. Developers should recognize that those who buy and play the DLC are those that finish the game; those who complain wouldn't bother. The DLC should be modeled to match the game, not to punish those who enjoyed it.

My final frustration with the DLC was the boss battles. I encountered one boss in the course of my time playing the DLC, and I chose to quit the DLC forever in the middle of the boss fight. The boss was invulnerable until knocked off the edge (a process I understood, as I often defeated a boss that way in the original game). It took about five minutes for me to knock the boss off the edge. Then I had to attack the boss in his alternate form. I began an attack, but, given the acrobatic nature of combat, attacks take some time. I got one hit in on the boss before he became invulnerable again (about 15 seconds after becoming vulnerable). I tried again, with the same result. I was so frustrated and felt completely defeated. I was not going to spend an hour fighting a boss, most of which would be spent trying to coax an invulnerable monster off a ledge. That was when I quit.

I absolutely loved Prince of Persia. Despite its shocking ending, I enjoyed everything in the original game. It was a wonderful experience for the many reasons that I mentioned in my previous post. I was so disappointed with the DLC; they removed almost everything that I loved about the original game. I would not recommend the DLC to anyone who enjoyed the original.  
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