Are You Ready to Rumble?
With the arrival of World of Warcraft patch 1.5
in June, players got their first taste of game's
PvP Battlegrounds; a major feature that was
noticeably absent when WoW was released in late
2004. Battlegrounds are instanced play areas that
allow Alliance and Horde to fight it out in a
relatively balanced contest. They are essentially
games within the game, complete with their own
objectives, quests, NPCs, and so on. Here's a
look at how the first 2 Battlegrounds play out,
and a glimpse at what the future has in
store.
The Dreaded Queue
Obviously, it would defeat the purpose of
Battlegrounds to start them without a certain
number of players on each side, so a queue system
is used to organize matches. You join the queue
by going into the Battleground entrance or by
talking to a Battlemaster in one of cities. When
there are enough players, a Battleground instance
will begin, and you can go about other business
in the world while you're sitting in the
queue.
Unfortunately, in practice, there are a few
bumps on this road. Because the initial
enthusiasm with which BGs were received by the
player base has cooled off a little, the wait to
get into a match is sometimes a very long one.
You are presented with an estimated wait time,
but it can be off by hours, so it isn't much
help. Contributing to this issue is that there is
clearly a significant faction imbalance on many
servers. Typically there seem to be enough
Alliance waiting to start several instances, but
only enough Horde around for 1 or 2.
Ideally, the queue would have an interface
more like a lobby, where you could see who was
waiting on both sides, just to give you some clue
what was going on. There is talk of finding a way
to let Battlegrounds accept players from
different servers, which might help alleviate
some of the problems.
Warsong Gulch
Warsong Gulch is a fast-paced 10 on 10
capture-the-flag scenario. The objective is to
get into the enemy's base, steal their flag, and
bring it back to your flag. The winner is the
first team to score 3 flag captures. This is a
common type of gameplay many gamers are familiar
with from multiplayer shooters.
Looting a corpse grants you a little coin and
prevents the dead player from being resurrected
or revived on the spot. Dead players must then
respawn in the graveyard, where a Spirit Guide
brings players back to life at set intervals.
Each Warsong Gulch instance has a level range,
so you don't have to struggle against characters
that are double your level. Depending on your own
level, you'll be fighting with players of level
21-30, 31-40, 41-50, or 51-60. There have been
calls to restrict 60s to their own Warsong Gulch
Battlegrounds, as they tend to be far more
well-equipped than characters in their 50s. It's
a good idea, with the only potential drawback
being that it might make the wait longer for high
level players.
Any doubts I had about whether this concept
was viable in an RPG were put to rest quickly
enough. Following the flag carrier across the
field as one team furiously casts roots and
stuns, while the other team is healing and
buffing the same player to beat hell, is so much
fun it's sick. The latency is minimal with only
20 players, and as long as both sides have a full
team, you can expect a somewhat balanced contest.
It usually takes 40 minutes to an hour to
resolve, which makes it a great way to get a bit
of PvP into a short game session.
Things can get ugly when you find your team
outnumbered by 2 or 3 players, and there is no
way to guarantee that characters on the 2 teams
will have the same average level. Nevertheless,
the group play makes up for some of the class
imbalances in the game, and it's a welcome change
from the ganking, dueling, and zerg raids that
dominated PvP before Battlegrounds.
There is room for improvement. For example,
you must have possession of your own flag to
score, which has led to efforts to "hide" the
enemy flag, or even deliberately delay ending the
match so your team can collect more kills. Making
the flags visible on the map, or not requiring a
friendly flag at the return point would go a long
way toward resolving this problem.
Like anything else, you may grow tired of it
after playing it enough times, but until then it
is terrific entertainment for PvP fans.
Alterac Valley
This Battleground is only for players level 51 or
higher, and it involves a huge campaign with
numerous controllable graveyards, destroyable
towers, and side quests. These 40 on 40
bloodbaths are vaguely reminiscent of the old
Tarren Mill/Southshore tug-of-war, and they rage
on for hours or even days.
To win you have to fight your way across the
map and kill the enemy's NPC General.
Alterac Valley is an outstanding example of what
is possible in World of Warcraft Battlegrounds.
Not many RPGs feature PvP on this scale, and when
they do it's usually more about the size of your
team than anything else. In a full Battleground,
you can't rely solely on numbers to overwhelm the
enemy.
The pace in Alterac Valley is considerably
slower than in Warsong Gulch, partly because each
faction has a variety of NPC defenders. These
defenders are quite tough, and they pretty much
rule out running around solo capturing
graveyards. By completing specific quests
throughout Alterac Valley, players can summon
even more powerful creatures to come to their
aid. For example, a player-controlled shredder
can be acquired and unleashed on the enemy. Under
certain conditions, Lokholar the Ice Lord (Horde)
and Ivus the Forest Lord (Alliance) can be
brought forth to turn the tide of the battle.
Because of the myriad of secondary objectives,
Alterac Valley is far less repetitive than
Warsong Gulch. Whether you're in an offensive
bringing down a tower, a small group trying to
take graveyards, or a full raid making a last
stand at your base, one trip into AV can be
dramatically different from the next.
Some of the issues with Warsong Gulch apply
here as well. It takes a minimum of 30 players on
each side to start a match, so you can easily
wait hours to get in. Again, as a Horde player,
you find your team seriously outnumbered at
times. While you can contribute at level 51,
especially if you play a healer class, you're
going to get knocked around pretty hard by the
level 60s, including NPCs.
Minor grievances aside, Alterac Valley is a
MMORPG milestone, and arguably the best PvP
available in a game of this kind right now.
Arathi Basin
If you've played both of the current
Battlegrounds, it's not hard to imagine what
something between the 2 might look like. Arathi
Basin will be the next Battleground released for
the game, opening up a 15 on 15 competition to
control five resource nodes spread throughout the
area. You'll win by being the first team to
accumulate 2000 resources, so holding more nodes
than your enemy will be the key to victory.
I'm looking forward to Arathi Basin. The nice
thing about points-based win conditions is that
you know it's only a matter of time before one
side prevails. In theory, there is really nothing
to prevent Warsong Gulch and Alterac Valley from
going on forever.
Bottom Line
Though I think there is still room for persistent
world PvP objectives in WoW, Battlegrounds are a
tremendous improvement to the end game, and they
make the game feel far more complete. Arathi
Basin should be available soon, and greater
variety is always a good thing. It remains to be
seen what, if anything, can be done about the
wait times. I know I'll be in that queue because
this brand of PvP fracas is the most fun I've had
yet in World of Warcraft. Don't be too surprised
if every other MMORPG out there starts offering
something similar.