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Blizzard To Sell Level 90 WoW Characters For $60

An anonymous reader writes "After their online store accidentally spilled the beans last week, Blizzard has now confirmed plans to let players pay $60 to boost one of their World of Warcraft characters to level 90, the current cap. At Blizzcon a few months ago, the company unveiled the game's next expansion, Warlords of Draenor, currently in development. When it comes out, they're giving every player a free boost to 90 in order to get to the new content immediately. They say this was the impetus for making it a purchasable option. 'It's tremendously awkward to tell someone that you should buy two copies of the expansion just to get a second 90. That's odd. So we knew at that point we were going to have to offer it as a separate service.' Why $60? They don't want to 'devalue the accomplishment of leveling.' Lead encounter designer Ion Hazzikostas said, '[L]eveling is something that takes dozens if not over 100 hours in many cases and people have put serious time and effort into that, and we don't want to diminish that.'" On one hand, I can appreciate that people who just want to get to endgame content may find it more efficient to spend a few bucks than to put a hundred hours into leveling a new character. On the other hand, I can't help but laugh at the idea that Blizzard will probably get a ton of people paying them to not play their game.

32 of 253 comments (clear)

  1. Next Service from Blizzard by Anonymous Coward · · Score: 5, Funny

    Pay an additional $50 for the new Starcraft III game and you can tell your friends you have completed the game without even playing it once.

  2. Arg Pandas by aethelrick · · Score: 2, Insightful

    Once upon a time WoW was worthy of the gaming geek... now it's watered down drivel complete with kung-fu pandas... who even plays this any more?

    1. Re:Arg Pandas by Buck+Feta · · Score: 2, Insightful

      Once upon a time WoW was worthy of the gaming geek... now it's watered down drivel complete with kung-fu pandas... who even plays this any more?

      7.8 million people.

      The kung-fu pandas joke is old.

      --
      I am Audience.
    2. Re:Arg Pandas by dcw3 · · Score: 4, Funny

      Could it be because they pandered to that audience?

      Disclaimer: I played from beta up until last year. Pandas, really???

      --
      Just another day in Paradise
    3. Re:Arg Pandas by Opportunist · · Score: 3, Funny

      No, but its name was very apt when you know German. "Mist" literally translates to "Rubbish".

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Arg Pandas by Nite_Hawk · · Score: 2

      I don't see what your love life has to do with any of this? Oh wait, were you that guy I saw in the Deeprun Tram?

      Ew.

  3. Value by gd2shoe · · Score: 2

    [L]eveling is something that takes dozens if not over 100 hours in many cases and people have put serious time and effort into that, and we don't want to diminish that.

    I don't know anybody who values 100s of hours of their time at $60. They might not want to diminish that effort, but they have a poor way of showing it. If I played WoW, I'd be insulted.

    --
    I won't join Slashcott. OTOH, If Beta goes live, I just won't be back until it's fixed. Sorry Dice.
    1. Re:Value by Anonymous Coward · · Score: 2, Insightful

      I find this sort of good. I have a problem where I like playing games with my friends(WoW was previously in there) but I don't play NEARLY enough. I might play 2-3 hours a week. So, it would take forever to get the point where I could play the game with friends. At the time, WoW considered to get fun and more playable at level 60. But getting to level 60 takes a long time. I would give someone some money so I could play with friends and get some more entertainment out of it without having to invest a lot of time.

      I guess the best way to describe myself is a casual gamer of hardcore games.

    2. Re:Value by omglolbah · · Score: 5, Interesting

      Guild Wars 2 solved this issue beautifully I felt.

      When you enter a zone your hp, damage etc gets scaled to the level of the area. Only down-scaled however so you cannot just jump to high level areas immediately.

      This DOES mean that your friends at higher levels can play with you though,which a bunch of my friends did. Worked great.

      Sadly the game didnt really 'last' for us for a variety of other reasons.

    3. Re:Value by Anonymous Coward · · Score: 2, Insightful

      Guild Wars 2 is is still a fantastic game, and they constantly bring out new content, all voice acted, very nice.

      WvW is still fun..

      You just have to totally forget about the "gear-treadmill" mindset.

    4. Re:Value by Charliemopps · · Score: 5, Insightful

      and this is why these freemium models are ruining gaming. Logging in and finding that the idiot in your guild that can't even figure out how to work the chat window properly suddenly, over-night, out-leveled the entire guild and now is wielding a vorpal blade, makes wanting to actually play the game and achieve all those things glaringly pointless.

    5. Re:Value by Riceballsan · · Score: 2

      This I have to second. Really that is the problem with the majority of MMORPGs these days. WoW is actually closer to an exception, in the sense that the hours to get to cap, are pretty small compared to the amount of time one spends in raids etc... after getting to cap, compared to many other MMO's in which there is no point in the game in which partying becomes the standard, or said point is so insanely far down the road that under 10% of players reach it. What baffles me is how many players complain when it is harder to solo than to group up. If the game makes grouping easier, but soloing harder, then people who want to work harder and solo can. When the game makes grouping the hard way and soloing easier, then the 10% that want to group up, spend 2 hours looking for a group, because 95% of players are going to go the most efficiant way no matter what, and the people who actually want to have fun and group up, have to spend hours trying to find others. I've always considered solo MMORPGs analogous to inviting a whole bunch of friends over to play solitare.

    6. Re:Value by fuzzyfuzzyfungus · · Score: 4, Informative

      One confounding factor: There already exists an illicit(but ill-controlled) market for assorted paying-to-not-play-the-game services. The Chinese Gold Farmer is the stereotypical classic; but if you want it and somebody can either grind for it in a country with lower wages and costs of living, or hack accounts for it, it's for sale.

      $60 is a value likely chosen to be high enough to pad Blizzard's pockets, and discourage truly casual purchase(which would mean that Blizzard basically wasted their time with the lower-level content, and now has to scrounge up enough 'epic level' new content to satisfy everybody, not just the powergamers); but also chosen to be ruinously low for any non-Blizzard seller who has to work, rather than just twiddle numbers on the server, to provide the product.

      It isn't my game; but my understanding is that people generally loath the famer-for-profit guys, so they may be delighted to see Blizzard blow them out of the water with economics, rather than comparatively feeble attempts at banning.

    7. Re:Value by Remus+Shepherd · · Score: 2

      I'm not the OP, but I'll give you my reasons for why GW2 didn't work for me.

      1. Gameplay was too dissimilar to GW1. I felt like I had been taken in a bait and switch.

      2. Poor/no character customization. Every character was exactly like every other character of their class and weapon. MMO replayability requires diverse gameplay options, and social games require character uniqueness. GW had little of the first and none of the second.

      3. Bad and inflexible control layout. This was my breaking point. What abilities I had were defined by the weapon I used, and were locked in place. In every game I like my fast attack to be on 1, my heal to be on 4, etc. In GW2 the ability keys were chosen for me and were not rebindable. This made play difficult unless you specialized in one character using a single weapon...and I don't play that way.

      4. Bad storyline. A minor point for me, but the character story was not good. Some races were better than others. It wasn't good in GW1 either, so I'd overlook this, but it was a flaw.

      5. Grind. Too much grind. You could avoid some grind by paying real money to buy better equipment, and I know that's a business strategy for MMOs now, but casual players like me are the least likely to engage in microtransactions *and* we hate long grinds. Put outrageous grinds in your game thinking you can mitigate it with an auction house, and you'll lose the casual playerbase.

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
  4. Wut? by Kjella · · Score: 3, Informative

    When it comes out, they're giving every player a free boost to 90 in order to get to the new content immediately. (...) They don't want to 'devalue the accomplishment of leveling.'

    So... buy WoW, create lvl 1 character, buy expansion, instant level 90? Sounds to me like you don't have to accomplish much...

    --
    Live today, because you never know what tomorrow brings
    1. Re:Wut? by Mike+Frett · · Score: 2

      Leveling was the best part of the game for me. Once I hit max level I rerolled, the adventure stops at max level for me. Of course now they got everybody phased into zones, you can't even complete quests anymore because nobody groups. There's always a huge line waiting for the quest-giver. I wouldn't mind playing again if I could have my wide-open, empty space back again. =p

      Better yet, add bots and make a solo, single-player version of WoW available. I'd definitely buy it if it worked in Wine.

    2. Re:Wut? by timftbf · · Score: 4, Interesting

      Better yet, add bots and make a solo, single-player version of WoW available. I'd definitely buy it if it worked in Wine.

      This. I love the first few levels of WoW where I don't have to interact with anyone. I think the art style is great, I enjoy the lore, the feeling of just wandering about exploring things is a whole bunch of fun.

      Then I get to a point where it's time to go in an instance with other people, and I hate it, and quit.

      Been round this loop three times now since vanilla. I know how it's going to go, but every few years I get the urge to go and do it again...

  5. Can't imagine many will see the point by RogueyWon · · Score: 2

    I played World of Warcraft on and off for a few years. I was a pretty hardcore player from the launch of Burning Crusade through to near the end of Lich King and came back casual for a while for late Cataclysm and early Pandaria. I know the game pretty well and have friends who still play it.

    So I can say with confidence that you would be absolutely mad to pay for a boost up to level 90 with prices like that (and if you are a new player, mad to pay at all).

    There are two types of people now who might be starting out at level 1; new (or returning-after-a-gap-of-years) players starting their first characters, or veterans levelling an "alt" (a secondary - or indeed tertiary or beyond - character).

    If you are a new player, then going through the level-up process is important and you should not skip it. First of all, this is where you learn how to play your character. Most end-game content involves group-play and if you have a brand new player at the level cap staring at a hotbar full of unfamiliar abilities, it will be a long time before you are actually competent enough to play alongside others. The level-up process, during which you are introduced to abilities one or two at a time, takes you at least part of the way along that learning curve for your character. It also exposes you to a lot of the game's lore, if that's your bag (I always found WoW's lore a bit boring and juvenile, but some people like it).

    And if you're a veteran player, then there are lots and lots of things you can do to accelerate the level-up process for an alt without handing over real-money. I levelled up three alts while never taking them out of "rested" state (meaning they were getting double xp from kills). Heirlooms allow you to boost the rate of xp gain even faster, to the point where 1-80, by the launch of Pandaria, was just stupidly fast. I doubt even a brand new character takes over 100 hours of game time (or indeed, anything like it). Alts certainly take much less.

    So yeah, I can't imagine Blizzard would have too many takers for this. Or at least, I hope they won't.

    1. Re:Can't imagine many will see the point by RogueyWon · · Score: 4, Informative

      Pay-to-win isn't - quite - what's on offer here. Blizzard haven't yet gone that far.

      If you've played WoW for any time, you'll know that the game only really "begins" once you hit the level cap. Certainly, there isn't much point in comparing yourself to other players until you hit the maximum level. What Blizzard are selling here is the opportunity to skip the extended tutorial/storyline hybrid that comes before the game starts in earnest.

      Genuine pay-to-win would be the sale of any kind of advantage, be it gear, increased access to instances (such as a waiver on weekly lock-outs) or any kind of character power-boost or income-boost once at the level cap. So far, Blizzard have not gone in that direction (though many other MMOs do). I think Blizzard still understand that would be a step too far for the player-base they've built up and would likely kill their cash-cow. MMOs that do use that model tend to have relatively short lifespans, while WoW is still going strong after the better part of a decade on the basis of a subscription model.

      In fact, the pure subscription-model is by no means as dead as many people seem to think. There was a real worry, after the disaster of the initial Old Republic launch, that the model was no longer viable in a world of free-to-play-pay-to-win. But the re-launch of Final Fantasy XIV late last year was extremely successful (and remains successful several months after launch) on the basis of a subscription model with no microtransactions at all.

    2. Re:Can't imagine many will see the point by silentcoder · · Score: 2

      A largely overlooked factor (though I agree with your general comment - and for myself, I will at most see it as a way to maybe rapid-level an alt with the free one when I buy the upgrade just to try some new class out) is that they realized that without the levelling people would have no idea what a class's spells do.

      So they are saying boosted characters would go through a kind of special starting zone and get a bunch of quests designed to teach them the character in a kind of crash-course way - much like Death Knights have done all along to rapidly skill up between 55 (where they start) and about 58 where they leave the DK starting zone.

      --
      Unicode killed the ASCII-art *
  6. Boost price vs expansion price by MtHuurne · · Score: 2

    It's tremendously awkward to tell someone that you should buy two copies of the expansion just to get a second 90.

    A bit of searching shows that in the past WoW expansions were introduced at $40, so why wouldn't a player opt to buy the expansion twice rather than buying the level upgrade for a second character?

    Note that the pricing for this expansion hasn't been published yet, but I doubt they're going to price it at $60, since people expect a full game for that price.

    1. Re:Boost price vs expansion price by asylumx · · Score: 2

      I guess one has to assume that your Battle.net ID can only associate with one serial number of the expansion.

      Bingo. You can't apply the same expansion to your account twice.

  7. Wrong incentives by Anonymous Coward · · Score: 2, Insightful

    Unfortunately this means that Blizzard will benefit from making the leveling content as boring as possible. I always considered that the fun part of the game, the rest is just a repetitive cycle of running the same dungeons over and over.

  8. Re:WoW Ruined PC Gaming by meglon · · Score: 4, Insightful
    WoW didn't originate those "features."

    Perhaps a better way to look at it is: UO made huge news when it broke 200k (final peak was a bit more) geeks with accounts; EQ upped that to 500k (final peak was a bit more) geeks/fantasy rpgers with accounts; WoW opened up MMO's to anyone that wanted to play, not just the geeks/rpgers/hardcore gamers... and hit what12 million? I'd suggest that instead of blaming WoW for the bad things they merely imported from their predecessors (and FYI: it was much, much, much worse in EQ, if you don't already know that first hand), you might give them a little credit for making it so that all games have a vastly larger MMO player base now days.

    Don't get me wrong, i enjoyed WoW for the couple years i played larger because of a few friends playing, and because i'd come off a 6 year stint in EQ. It was nice and slow and overall somewhat entertaining. EQ (if you didn't play it) on the other hand, felt like a 17 hour a day job, with a root canal appointment during lunchtime, crammed into 3-4 hours of playtime (by the end of my playing days of it). UO, well... it's summed up with just one word: griefers.

    Each of those three had it's merits, and each it's detractors, but you have to see them as the stepping stones of the industry and realize that each was designed to take time to play; that was how the companies made money. The richness of content is somewhat subjective though. If they didn't have enough content, they wouldn't have had people continue to pay to play them (see SWTOR), and while they were filled with bugs and bad juju that sometimes popped up, they had enough merits that people tolerated the few issues (see Age of Conan and Vanguard).

    For the issue at hand, i think the one line pretty well sums it up:

    I can't help but laugh at the idea that Blizzard will probably get a ton of people paying them to not play their game.

    .... and that really sums it up.

    --
    Fascism: An authoritarian and nationalistic right-wing system of government and social organization. See also: NAZI's
  9. Re: Levelling not the point? by Nefarious+Wheel · · Score: 5, Funny

    I dunno, I kind of like it. I have 11 level 90's, but I'm not addicted.
    I could give it up any time. Seriously.
    No, really.

    --
    Do not mock my vision of impractical footwear
  10. Devalue WHAT???? by Anonymous Coward · · Score: 2, Insightful

    'Why $60? They don't want to 'devalue the accomplishment of leveling.'

    Could also be regarded by many of us as...

    "Why $60? $60 for every new character pushed to 90 (which will take probably less than 1/2/3s CPU time from WoW Servers) is sweet."

    Every day I am more amazed of the new ways to take money from people for things that are virtually worthless. Like calling a script to change level to 90, change attributes and award skill points / gold / whatever.

    BTW: I dont think most people nowadays really enjoy grinding and leveling on a 8 year old MMO. I played WoW 4 or 5 years ago, and it already felt like wasting time just to get to Level 80, where all the current end-game content was happening. As for the items and stuff you get on the way... the gold you get will be a little amount compared to Max level and the equipment will be useless after you get a couple of levels more.

  11. Re:Levelles design by mrvan · · Score: 2

    Vendetta Online has a system of license levels which unlocks content, but combat success is 90% skill and 10% equipment (after the first couple of levels which probably take an experienced player less than an hour). Smart use of low level ships/weapons in the hands of a skilled player will kill a relative noob with top-notch gear every time.

    What I'm trying to say: levels aren't really the problem, making "level" the most important determiner of success is the problem.

  12. Ohhhh boy, it's gonna be Death Knights all over! by Opportunist · · Score: 4, Interesting

    Dear WoW players. Do you remember when the DKs came to be? And how everyone was moaning how, by definition, everyone who had no idea what to do seemed to play a DK?

    The reason was simply that DKs started out at level 55. These people did not, like everyone else, start out small with a handful of skills, then get a few new ones every couple levels, with plenty of time to get to know them and get comfortable with them. No, they got everything dumped on their head at once with almost no time to find out what to do and how to play because, well, how would they?

    Remember those raids in BRD (for the non-players, that's the first place where those DKs would get to play with the other kids in earnest) were a bit like, as a well known person put it, "a toddler driving a Leopard II tank with a faulty differential lock into a bicycle race of bi-polars"? They had no, zero, zilch, idea how to play their character.

    And now, kids, it's like that all over again. Only much, much WORSE. Remember those moans you breathed whenever someone acted like he had no idea what to do, the comment "fuck, did you buy your char on EBay?" in chat? What used to be mostly unlikely will now be very likely: Someone dropped some coin to get a char they have no idea how to play with.

    The group finder just got much, much more fun. To watch. Certainly not to play.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  13. Lifecycle of a MMORPG by Thyamine · · Score: 3, Interesting

    I think we are just seeing the prolonged lifecycle of a MMORPG. Most either fizzle and die, or last long enough that they have to start going through these hoops. I think WoW is just one of the biggest/longest so we are seeing some of these ideas for a first time or at least publicized in a grand fashion. Every iteration has made the game easier and easier for players, pushed the upper levels, and introduced things that make players who played the first iteration sound like grandpa (we used to have to grind for days for a single level, up hill, both ways). This is just another step where content is being added, so how can you get the most out of it (business need)? You let players just jump right to it! It bugs me, but as someone working full time with a family, I can see how players may appreciate it.

    --
    I will shred my adversaries. Pull their eyes out just enough to turn them towards their mewing, mutilated faces. Illyria
  14. This is already happening. by Anonymous Coward · · Score: 2, Insightful

    Anyone using group finder would tell you that this is already the current situation. Since your time, raids akin to LK BRD have been nerfed to the point where the gameplay resembles Dance Dance Revolution. Where thinking of others is punished. Where strictly adhering to a constantly changing theorycraft published for you by some grognards in Kansas is the only way to play up to snuff. Where teamwork is so unnecessary that it is nearly impossible to Leroy a group (even the healer has to be incredibly off his game to create a wipe.) Where deviating in any way from a prescribed sequence of buttonpresses with slightly random variation will send you to the bottom of the Recount list for DPS.

    In sum, there's an idiot in every group anyway, and it doesn't matter because you have to play like a robot anyway.

    P.S.: actual robot play is banned, meaning you MUST screw up regularly.

  15. Re:Levelling not the point? by X0563511 · · Score: 3, Interesting

    The real problem then is all the interesting content is end-game.

    Guild Wars 2 has an interesting take on it - your level is scaled down to the area you're in, and because of this players who've progressed past an area somehow can still go back and enjoy the content. You even get experience/drops that are useful to you.

    You can't really do that in WoW, you'll insta-kill everything and get nothing for it.

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  16. Level 100 is the cap by cfalcon · · Score: 2

    On live, level 90 is the cap. The for-sale 90s are intended to be brought to the new expansion, which goes up to level 100. Since all the content is at level cap, this move makes some sense. The summary should at least mention that level 100 will be the cap when these things are for sale. Pretending that "the game is the experience of leveling, after which you have won" can be forgiven, but leaving out the actual level cap? Shenanigans.