Raid design lessons from WoW, Guild Wars 2, and Final Fantasy XIV devs
Since their inception in the late ‘90s, MMORPGs have proven one of the most durable permutations of social gaming, and their influence can be felt across the grand spectrum of genres. From grinding levels solo because no one you know is online, to grouping up with a gaggle of randoms to tackle a stiffer challenge, MMOs have always thrived on a shared sense of community to get you through the doldrums of life - or at least the drudgery of running the same quest again and again to get to the next gate.
Even in the days of Everquest, the lure of raids - highly challenging content aimed at those nearing the zenith of progression, typically requiring a large number of teammates to complete - was one of the primary carrots that developers relied on to keep players spiralling up the seemingly endless stairs of fathomless dungeons and fetch quests.
Now, after twenty years of tinkering, the concept of a ‘raid’ has come to encompass a wide variety of gameplay styles, and developers have relied on technology to ratchet up the spectacle, but the fundamentals remain largely the same.
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