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Posts with tag power-leveling

World of Warcraft
MMOGology: WoW on easy mode

Filed under: World of Warcraft, Leveling, Opinion, MMOGology

My buddy Rob and I play World of Warcraft frequently, but between the two of us he's got the most /played time. He's got a few 70s on a PvP server and a few 70s on the PvE server where we're spending most of our time. He's also an alt-a-holic and has tons of mid-level characters. He's played every class in the game; most of them thoroughly. After spending so much time leveling so many characters he recently resolved not to level another character until the release of Wrath of the Lich King.

His resolution didn't last long. When Blizzard announced their Recruit-a-Friend program a tiny seed was planted in the back of his mind. A seed that slowly germinated, wrapping its diminutive roots around his cerebral cortex until every thought in his head screamed, "MUST HAVE TRIPLE XP." And so, after a very small amount of convincing, I joined him to level up yet another alt. Our new goal was to level a couple of spacegoat shammies.

After about 12 hours of /played time we were level 26. I know that's not a record by any means, but for us it felt pretty amazing. In fact, it almost felt like we were cheating. In a way it was like paying for a power leveling service where you do all the work. Sure the XP flew by, but Rob had paid for the game and the expansion all over again, as well as paying for a second account. Still, watching a level 14 paladin run by us and knowing we were out pacing him so drastically, it made me wonder if the Recruit-a-Friend program had somehow cheapened the accomplishment of hitting 60. Remember when hitting 60 felt like it meant something?

Continue reading MMOGology: WoW on easy mode

Power leveling becoming more prominent in Vietnam

Filed under: MMO industry, Leveling, News items


When you hear the words "power leveling," which country do you usually think of? The term almost always conjures images of digital content factories in China, where teams of workers grind around the clock for the legions of gamers out there who are willing to pay to get ahead.

Power leveling and gold farming are by no means limited to China though. Other countries in Asia are seeing a marked increase in these activities as internet access becomes more ubiquitous, and of course as broadband speeds increase. PlayNoEvil points out an article from Vietnam News, which reports "game addicts with talent can now indulge in their favourite pastime and be paid up to VND 2.7 million (US$ 160) a month for doing it." PlayNoEvil notes that the salary of a power-leveler is greater than that of a teacher, who only earns between US$ 60 and US$ 100 per month.

Via PlayNoEvil

World of Warcraft
One gamer's descent into powerleveling

Filed under: World of Warcraft, Fantasy, Business models, Culture

At the end of last year, the Australian version of gaming blog Kotaku put up a series on the lengths to which one gamer went to experience World of Warcraft. He had already made the decision to quit the game, and decided to give it one last go via a power-leveled character. The series details the research put into the decision, and chronicles his experiences as he watches his new avatar ascend the ranks from the sidelines.

What's especially interesting is his final conclusion about the whole experience. When all is said and done, the anonymous author walks away from his powerleveled character barely having made it through his mid-60s. There might be a life lesson in the whole thing, and the series is well worth considering if you've ever considered such a service.

Opinion: pay more money to experience less game

Filed under: Business models, Economy, Game mechanics, MMO industry, Opinion

Think about this a moment: people are actually paying money to experience less of their games. Every day. Probably all day. These are often games that they've already purchased and, in effect, pay someone else to play for them. The existence of RMT and power-leveling services isn't exactly breaking news, but it makes these aspects of MMOs no less bizarre a notion. The thriving business built upon such tenets of how online games should operate is a matter of some concern to Jesse Henning, a writer at GameCyte.

Despite the can of worms it can be,"from a business standpoint, subsidizing RMT is a fantastic move," Henning writes. If players will buy items and currency outside of the system anyway, what company wouldn't prefer that cash to enter their own pockets? "From a design standpoint, however, RMT is a treacherous path to walk," Henning cautions, and goes on to look at the pitfalls of game design that incorporates RMT. Conversely, the writer then discusses the level-disparity design problem in World of Warcraft and how it actually encourages players to buy gold and use power-leveling services. Henning also looks at how the ancillary services operating within and around a world pull in more revenue than the world operation itself, citing Raph Koster on the issue as well. Have a look at the piece at GameCyte, which discusses how RMT affects console gaming as well as MMOs, and just how inescapable it really is.

Player vs. Everything: Frustrated by levels

Filed under: Game mechanics, Leveling, Opinion, Player vs. Everything

I was reading through my usual round-up of blogs and news items this morning when I found an interesting post by Van Hemlock on the topic of levels in MMORPGs. More specifically, it was about how levels in games keep players from playing with each other. He discusses how ever since he started gaming in 1999, being a different level than the people he wants to play with has kept him from playing with them. Whether you're too high for the content to be challenging or too low to be effective, playing with your friends at different levels just never seems to work very well.

Van Hemlock makes an excellent point, and it's a problem in almost every single MMOG out there with two notable exceptions: EverQuest 2 and City of Heroes/Villains. Both of these games recognize the problem and attempt to circumvent it, but they do it in very different ways. In City of Heroes, you can move either up or down in level so that you can see high level content at low levels or go back and do low level content as a high level player and still advance. In EverQuest 2, it's strictly one-way. You can bring yourself down to your friend's level and adventure with them for alternate advancement experience. Is this really as big of a problem as people make it out to be, and if it is, why don't more games have systems like these?

Continue reading Player vs. Everything: Frustrated by levels

Virtual items trader receives Red Herring award

Filed under: Business models, Economy, Events, real-world, MMO industry, News items

Red Herring has named Live Gamer, a virtual items trading company, as one of the top 100 privately held companies in North America in 2008. The annual Red Herring 100 North America Awards are given to companies identified as the most promising tech startups.

Love it or hate it, RMT is not going away. The virtual trading economy, which includes avatars, items and in-game currencies, is estimated to be a market worth more than USD 1.8 billion. Much of this trading takes place on the black market, exposing buyers and sellers alike to potential fraud. Live Gamer aims to remove the sketchiness from virtual item trades, enabling secure player-to-player trading while taking business away from some of the banes of the MMO world: virtual item thieves.

Continue reading Virtual items trader receives Red Herring award

Hardcore gamer builds Chinese empire

Filed under: Fantasy, Business models, News items, Zhengtu Online


In the months leading up to the Summer Olympics in Beijing, with world events being what they are, it's not often that foreigners residing in the mainland turn to China Daily's English pages for the news. This little gem is an exception, however. When you picture the man who's fast becoming a leading light in China's expanding online gaming industry, who do you see?

Maybe you picture a slick twenty-something entrepreneur from Hong Kong, decked out in a $5000 suit and shuffling between calls on a few wafer-thin cell phones. Or do you envision a middle-aged bureaucrat turned businessman from Beijing, using his network of connections and riding the tide of interest in online games? Stereotypes aside, no matter how you picture Shi Yuzhu, that aforementioned 'leading light,' you're probably wrong. The 46-year-old CEO of Giant Interactive (NYSE: GA) is more outwardly eccentric than most would guess. Shi, who prefers tracksuits over 3-piece-suits, is reportedly the first CEO ever to ring the NYSE bell in anything but formal attire... much less athletic wear.

Continue reading Hardcore gamer builds Chinese empire

World of WarcraftWorld of Warcraft
An end to easy XP as the Family get whacked

Filed under: Betas, Super-hero, City of Heroes, City of Villains, Patches, Leveling, PvE

They had it coming.

City of Heroes Issue 12: Midnight Hour, now in Open Beta, comes with a nerf or two as well as all the good stuff. Over on the Test server, some changes have been made to high-level Family mobs. The changes are now on their second iteration. In the first round, high-level Family minions were altered in status, increasing their relative power without increasing the XP rewards, so that more work had to be done for the same overall result.

In response to a request for clarification ('lol devs pwnt the family mish?') the Dev Castle responded 'Indeed.'

In the latest round, minions are back to being minions again, but the XP reward has been nerfed down. The reason given, which will surprise nobody at all, is 'their reward scale has been lowered to be commensurate with the risk involved in the encounter'.

So why target the Family?

Continue reading An end to easy XP as the Family get whacked

World of Warcraft
Public service announcement from WoW Europe discourages gold buying

Filed under: World of Warcraft, Fantasy, Economy, Exploits, Leveling, Making money


Timmy is sick and tired of lagging behind his friends and guild-mates, all because of his inferior flying mount. He decides to purchase some gold with real money and buy his epic mount. Timmy thinks to himself, "It doesn't really hurt anyone, does it?" The answer to that question is, "Yes Timmy, it does". The European World of Warcraft site has listed a gold-selling FAQ that aims to educate players like Timmy on some of the consequences of purchasing products and services from a gold-selling company.

The site lists the obvious stuff, like spammers and bots, which both annoy people and take up Blizzard resources that could be put to better use, but the article also brings up some things that aren't always mentioned. Much of the gold that these companies trade in comes from hacked accounts, and many accounts are hacked after the owner enlists the aid of a power-leveling service. When the companies have access to the account, the unfortunate victim may also find their personal details being used for identity theft and credit card fraud. The bottom line is, without people using these services, the companies could not continue to operate. We here at Massively are also vehemently opposed to gold-selling, and agree wholeheartedly with Blizzard's message. Just say no, Timmy.

The Daily Grind: What's the rush?

Filed under: Opinion, The Daily Grind


Somebody always does it. Shortly after any expansion launches you can expect someone to plow through all those levels and reach the maximum cap in less than a few days. This recently happened again in Rise of Kunark, 36 hours after the EverQuest 2 expansion hit desktops, Monk Taucher from the guild Second Dawn leveled from 70-80 netting a 100 dollar prize and their claim to short-lived leveling fame.

I can understand the achievement aspect of wanting to level as fast as possible, reach the end and be done with it, but even so in an expansion hardcore players who raid won't be able to raid until their guild catches up. Doesn't this defeat the whole purpose of relishing content instead of whining about how there is nothing to do on the forums? Or the all-to-common argument amongst the core hardcores that their guild is slow because they slack and can't play 12 hours a day? I know we all enjoy different things about a MMOG, but leveling up and waiting for your guild to catch-up isn't very enjoyable -- I've been there myself.

At least it took more than a few people to achieve this goal when World of Warcraft: The Burning Crusade launched. Gullerbone, a mage leveled from 60 to 70 in a matter of 28 hours with the help of some friends using area effect spells to grind out the levels faster. I'm a firm believer that everyone should enjoy the game how they see fit as long as they aren't breaking the rules (dupes, gold-farming, etc.) but I still think leveling this fast is a bit over the top. I think at some point we all power-level and wish we would reach a certain level already. That's understandable, but as soon as an expansion launches? If you could, would you skip to the end after an expansion launched or do you prefer to take it in small chunks and get there when you get there?

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