Like many of you I'm eagerly awaiting the ARR launch. During this waiting period I've brain stormed about the MMOs I've played over the past year and what design decisions SE could learn from them.
An article I've read about the faults of SWtor has stuck with me. From memory, it talked about how Bioware failed to create a world that players could connect with, that seemed alive, and immersive. It went on in detail how players once they outleveled an area they moved on never to return. Ultimately funneling all players from one spectrum to another and any new comers or 2nd playthroughs are met with abandoned zones.
GW2 is much the same, however if you happen to return to a "lower level" area it auto adjusts your stats and HP to present the player with a challenge. But most of the PvE game is trivial to begin with, returning with deflaited stats makes laughable content that much more laughable.
FFXI sticks true to this formula, except for one aspect. Some high level areas were attached to low level zones. This created a sort of traffic, where low level players would come across high level players while traveling. It created interaction between some players. Seeing a character run by in artifact might have inspired a player to keep going, to reach a goal with renewed interest.
So I pose the question, how are ARR zones to be designed. Are the zones linear, so you start at zone:
A lv 1-10 -> zone B 10-20 -> zone C 20-30 ect ect
or will we see areas like:
......................................................Zone T lv 50
....................................................../
...........Zone X lv 45-50........Zone M 20-35
................../........................../
ZoneA Lv 1-10 -> - Zone B lv 10-20 -> Zone C 20-30
.................\..........................\
..............Zone Y 20-30.........Zone K 30-40
Create traffic areas where vetern players will cross paths with new players on a regular basis to create a living triving world.
A good example is Valkrum dunes had a zone line to Gustav Tunnel which lead to cape teriggan
or Bastok zoned to Zerhun Mines which zoned to Korroloka tunnel to Altepa desert.
I know it would be such a disapointment if once we outleveled a certain zone there would be no reason what so ever to return. Even if it were just to backtrack to travel to a hgiher level area.