[Retail] [Feedback] Evolving the NPC Followers System

Hello WoW Community Council!

With nearly three months since the release of TWW, I’ve noticed that many players (though not all) have expressed approval of the Delves system. Additionally, this feature has reignited an old desire within part of the community for an NPC Followers system that goes beyond a single expansion or instanced content, offering more extensive support for players who prefer solo gameplay—while still aligning with the development team’s current evergreen philosophy.

What motivated me to create this post is knowing that I’m not the only one who enjoys playing with NPC Followers, and many players are also interested in expanding this experience within World of Warcraft.

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Before diving into the details of the topics where players request this functionality, I’ll provide a brief overview of the various features that involved NPCs with Follower, Combat Ally, or Body Guard characteristics across different WoW expansions, from my perspective.

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Retrospective on NPC Follower Features

When I was a child, what always attracted me to RPG games wasn’t just the chance to explore different worlds, but, above all, the ability to recruit characters for my team and strategize to overcome challenges together. It was exciting to see your character walking through the world, followed by NPCs who had joined your cause for a reason.

Chrono Trigger - Super Nintendo

When I started playing MMORPGs, I really connected with classes that allowed players to control a pet companion. World of Warcraft won me over the first time I saw a player transform into a demon right next to me, using a pet I had never seen any other warlock summon before: the Felguard.

That class, that specialization, that transformation, and those demon companions made me realize this game was different. It was enough to convince me to leave behind another MMORPG I had been playing for over five years and begin my adventures in Azeroth.

The old Metamorphosis form removed from Warlocks :disappointed_relieved:
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As I progressed through the zones of WoW Classic, I encountered some quests where players were accompanied by NPCs, which always awakened old memories of the experiences I had in the past playing CRPGs or JRPGs, where I would assemble a small team and advance through the game with them.

Chain Quest - Bravo Company (Redridge Mountains)

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When the Warlords of Draenor expansion was released, players began to recruit NPC companions with various characteristics and functionalities, ranging from specialists who increased reagent production in buildings to fighters on the mission tables. What I enjoyed most were the ones that followed my character and participated in combat in the zones of Draenor.

I never liked the Mission Table; it was cool to see the companions you had recruited leaving the garrison to complete missions, while others walked around outside the houses. This was a significant feature that the other Mission Tables didn’t have in later expansions.**"

This was the first expansion where I could recreate the experience of playing a CRPG or JRPG within World of Warcraft, using my demon companion Felguard, the NPC follower/bodyguard Tormmok, and my warlock to tackle the challenges of the world.

NPC Tormmok Followers - Warlords of Draenor

NPCs producing tailoring work orders in the Garrison
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Although I didn’t play Legion in protest of the removal of the warlock’s metamorphosis, when I returned to the game during the BfA pre-patch, I realized how great the evolution of the follower system was, with a huge number of exclusive characters that each class had available to recruit in the Class Hall.

NPC Follower The Monkey King - Legion
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In BfA, there was a significant reduction in the number of followers available. Additionally, the few that remained were limited to Nazjatar, which restricted their usefulness compared to previous expansions. Compared to the two previous expansions, there was a considerable downgrade.

NPC Followers - Battle for Azeroth
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In Shadowlands, the Necrolords had, in my opinion, one of the most interesting and customizable follower systems to date. Players could customize a construct through the Abominable Forge system, adding a level of customization that previous systems lacked.

The followers in this expansion also featured a small talent tree, which I support as long as it doesn’t interfere with the gameplay of other players in content such as PvP, Raids, and Mythic+.

NPC Followers - Shadowlands
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In Dragonflight, the dungeon follower system was a very positive addition, allowing players for the first time to use NPC companions to assist them, but it could be expanded to previous expansions.

NPC Dungeon Followers - Dragonflight
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In the current expansion, TWW, we had the introduction of “Delves,” which are “quick” adventures filled with challenges, designed to be completed both in groups and solo using the NPC Brann Bronzebeard in the first season.

Delves - TWW

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As can be observed over the years, various designs have been created for NPCs with follower characteristics, but none have consolidated enough to allow players to use them in any expansion, offering a greater level of customization.

In my opinion, one of the main obstacles for World of Warcraft to have more solid systems or features over the expansions was the old philosophy of imposing “expiration dates” on almost everything created in each expansion. This often resulted in a lack of continuity and improvement on what had already been developed, “cannibalizing” an important part of the game’s own development process.

Today, after several expansions, I see the positive impact of this change in philosophy, and I am very pleased with it. Now, I feel more comfortable creating a topic on the subject because I know there are others who are also interested, making this desire something collective, not just individual.

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The suggestions and references from other games that I will present below aim to create a visual reference by associating what already exists in WoW and other games, and how it could evolve differently based on various posts mentioned in several topics at the end of this thread.

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Suggestions and References

The MMORPG Star Wars: The Old Republic is often mentioned in discussions about the use of NPC Followers. After completing the tutorial and reaching level 10, players have the opportunity to complete a quest that allows them to recruit their first Follower, who will accompany them throughout their journey (except in “M+”, Raids, and PvP).

SWTOR Followers (the commonly used abbreviation) possess abilities and functionalities that can also be found in WoW, although they are distributed in a fragmented manner across various follower mechanics throughout the expansions. Some of these functionalities include:

  • Assistance in crafting profession items (Garrisons in WoD)
  • Individual and unique stories for over 90 NPCs with lore backgrounds (Champions in Legion)
  • Greater visual customization of Followers (Maldraxxus Covenant in Shadowlands)
  • Functions such as attacking, defending, and even dancing, present in some pet companions of classes like Hunter and Warlock, as well as followers in WoD and Legion
  • An influence system, which would be equivalent to reputation or renown, but is developed only with the NPC Follower and not with a group of NPCs from specific regions.

SWTOR Followers Menu

WoW Followers Menu in Warlords of Draenor
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The main difference between the two lies in the extensive customization options available for various Followers, which include everything from the visual characteristics of their race to the “transmog” outfits of the characters accompanying the player. *

(Optional) In the video below, a player demonstrates some of the customization options for the Follower Vette.**

(Optional) In the video below, a player provides a detailed overview of all the functions related to Followers in SWTOR. You’ll notice that many of the features available for Followers are scattered across various mechanics in different WoW expansions.*

Another aspect mentioned by some players is the Relationship system, which has been replaced by the current Influence system. This system establishes the dynamic between the player and their companions (companions or followers) and plays a central role in the narrative experience. These NPCs not only assist in combat but also possess distinct personalities and interact with the player’s decisions and actions throughout the story.

It’s important to highlight that each class in SWTOR has a specific roster of companions/followers that are introduced as the character’s story progresses, similar to the Champions (followers) in Legion.

The main difference is that the NPCs have unique dialogues and can influence or react to the choices made by the player during the campaign. This narrative approach seeks to recreate the feeling of choices that players make in a traditional tabletop RPG, but with a more limited scope, focusing on the interaction between the player and the follower, which can alter certain parts of the story.

Multiple Choice Dialogue SWTOR
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This relationship system between players and followers, which utilizes a branching narrative, has its positive and negative aspects. Among the positives, the replayability of the story stands out, allowing for different developments based on player choices, as well as the immersion created between the player and the NPCs that make up their team.

On the other hand, two negatives are the complexity of testing all possibilities and the sustainability of this narrative format. Considering the linear storytelling approach of the Warcraft franchise, I believe this could only be implemented in side quests or, at most, in a specific zone of an expansion, without altering the final development of the story planned by the writers.

This mechanic is inspired by life simulation games like The Sims, where player choices can lead NPCs to develop feelings of attraction or repulsion based on the behavior displayed. This approach is also seen in other games, such as Baldur’s Gate 3, and in the geopolitical interest dynamics of civilizations in Civilization 6.

Zodiac Sign Relationship System - The Sims

Interest Relationship System between civilizations - Civilization VI

In the past, players often reached exalted status with all their reputations, becoming friends with nearly all factions. The only exceptions were some reputations where the player was unwelcome in certain locations. Today, however, the player feels more like a spectator in the narrative. In moments like in Dragonflight, when offered a choice between helping Sabellian or Wrathion…

…the player soon realizes that, in the end, none of it really matters, as Ebyssian ultimately ends up being the chosen one…

Ebyssian
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I don’t see an issue with the proposal of choices, but I believe it could be better developed with NPC followers. For the player to have a true sense of agency, their choices should influence the development of the narrative. Otherwise, what’s the point of offering these options if they don’t impact the player’s story?

  • Dungeon Follower

In other threads, I’ve noticed players’ interest in expanding their dungeon experiences with higher-level NPC followers. However, I don’t consider this a good idea, as it could undermine the original purpose of this endgame content, which is player interaction. Even with restrictive AI, like that of the Island Expeditions in Battle for Azeroth, it wouldn’t be sufficient to replicate the human actions needed to tackle the challenges and affixes of such environments.

An alternative to explore is a format similar to the Hero system in Guild Wars 1, which allows players to form groups of 3, 5, or 7 followers, used both in the open world and in dungeons. This reminds me of the Mission Table but with the addition of players accompanied by followers in instanced environments.

Thus, it would be a combination of Delves, Dungeon Followers, and the Mission Table, where the player can create custom compositions of NPC followers and play with that team in dungeons, offering a new strategic dynamic and allowing for experimentation with different combinations and synergies.

Mission Table - Shadowlands

Player explaining the builds of Followers in Guild Wars 1

I believe this idea would work in WoW because players enjoy building builds, customizing characters, and seeking progression. There is significant space to create seasons around this concept, allowing for the reuse of some dungeons and adapting them to this new proposal. Instead of equipping their character, players would be equipping their followers, offering a reverse approach to group progression.

Another interesting setup to consider in the future would be to use followers to temporarily fill in for players who leave the group during dungeon progression, both in leveling and in normal difficulties.

NPC Follower occupying the slot of absent players - Ragnarok M: Eternal Love
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NPC Followers - The Elder Scrolls Online

  • Guide Followers

In some MMOs, followers act as guides and tutors, leading players to instanced zones every 10 levels to complement the initial learning experience of the game.

In World of Warcraft, tutorials are scattered across various expansions, which can hinder the learning process for new players. For example, quests that teach professions and the new skyrider flight system are in Dragonflight, while the Proving Grounds, a skills test, is “hidden” in the Garrison of Warlords of Draenor. Basic concepts like enchanting equipment, locating portal rooms, applying transmogs, and adding gems could be addressed more cohesively. Future features could have centralized tutorials in specific locations, allowing adjustments by the team to be better utilized.

The selection of expansions during leveling does not value the work of teaching new features; therefore, followers could act as “Class Trainers” in this format.

Timewalking Campaigns
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Proving Ground

Regardless of whether the player has used a boost or not, the follower could serve as an intermediary in learning during the game. This approach would also allow for the introduction of older content, such as the Order Hall, the Garrison, the Brawler’s Guild, the MoP farm, Torghast, Island Expeditions, among others.

Tutorial explaining how to talk to NPCs in SWTOR

  • Reusing created models

This would be an additional option. There are excellent models of NPC followers that have been developed over the years in World of Warcraft, but not all would receive the ability for transmogs. Thus, there could be two groups of followers: the first composed of playable races that could be customized with transmogs, and the second group without this visual customization. Both could accompany the player and perform all the functions already available in previous expansions.

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Character Display Limit

Some MMORPGs, both mobile and PC, offer the option to adjust the number of players and NPCs visible on the screen. If a followers feature were implemented to be used not only in the open world but also in the cities of any expansion, adjustments to graphical settings to increase the display of NPCs in areas with many players would be essential. This is because the more NPCs that need to be processed, the higher the resource consumption on the processor.

Some settings could be customized to allow visibility of only your followers, the followers of players in your group, those in a raid, those closest to you, or all followers. This flexibility would enable players to optimize display settings according to their hardware performance.

Display Limit - Final Fantasy 14
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Minimum

Maximum

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Topic Delves + Dungeon Followers + NPC Followers Leveling and Open World with Followers

This is the most important point of this topic: the demonstration of interest from a segment of the game’s community worldwide for the expansion of content that utilizes Followers. There are praises for the Delves, requests for more solo content in World of Warcraft, and references to other games as inspiration for improvements to Followers, among other subjects related to the expansion of content involving these mechanics.

It is important to note that, like any feature in the game, there will be players who will appreciate or not appreciate this proposal. Perhaps the only universally accepted feature in the game is transmogs.

Although reading all these topics is optional, the titles clearly indicate interest in expanding content related to the use of Followers in World of Warcraft.

https://us.forums.blizzard.com/en/wow/t/recycling-our-companions/1967884

https://www.youtube.com/watch?v=HbaLF5wxCag

https://eu.forums.blizzard.com/en/wow/t/arent-delves-supposed-to-be-the-casual-open-worldnew-player-experience/537252

https://eu.forums.blizzard.com/en/wow/t/i-did-not-anticipate-this-from-delves/537893

https://us.forums.blizzard.com/en/wow/t/anyone-else-miss-companions/718057

https://us.forums.blizzard.com/en/wow/t/grouping-with-npc-controlled-alts-warbands-delves-etc/1706937

https://us.forums.blizzard.com/en/wow/t/wow-npc-companions-followers-mercenaries-sidekicks/1815811

https://us.forums.blizzard.com/en/wow/t/i-want-ai-npc-companions-to-keep-me-company-while-i-play-wow/1519564

https://us.forums.blizzard.com/en/wow/t/party-system-using-alts-to-replace-ai-buddy-bodygaurds/202661

https://us.forums.blizzard.com/en/wow/t/warbands-and-running-content-with-ai-controlled-alts/1700856

https://us.forums.blizzard.com/en/wow/t/what-would-you-like-to-see-added-to-wow/1842637

https://us.forums.blizzard.com/en/wow/t/please-let-us-select-and-use-our-alts-as-ai-controlled-companions-with-the-new-dungeon-system/1714786

https://us.forums.blizzard.com/en/wow/t/companions-alt-system-an-idea/1120338

https://us.forums.blizzard.com/en/wow/t/companion-system/1269712

https://us.forums.blizzard.com/en/wow/t/my-2022-wishlist…-companion-system-and-more/1201900

https://us.forums.blizzard.com/en/wow/t/your-thoughts-on-a-companion-system-for-solo-play/921561

https://us.forums.blizzard.com/en/wow/t/if-i-was-in-charge-of-delves-development/1979625

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Optional Reading

Midia Research 2023-2024

A recent study revealed that while younger players, between the ages of 16 and 24, still show a strong interest in online PvP titles like Fortnite and Apex Legends, the preference for single-player games starts to prevail from the age of 25. Among gamers over the age of 55, an impressive 74% stated they prefer experiences focused on individual campaigns.

https://imgur.com/CjTgEzB

This phenomenon occurs because, after the age of 25, responsibilities such as work, family, and social commitments make it difficult for these players to maintain a regular schedule in online games, which require greater time dedication and constant interaction with other players.

In this scenario, single-player games become a more convenient choice, allowing players to enjoy the experience at their own pace, without the pressure of coordinating schedules with others in multiplayer sessions.

This reflects a pattern we have observed in recent years among World of Warcraft players: a desire to keep playing but with a growing preference for solo content or content that can be completed without the need for groups, as expressed in various forum discussions.

https://www.midiaresearch.com/reports/single-player-is-safer-and-has-more-opportunities-amid-live-service-challenges

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The implementation of an enhanced followers system would provide new opportunities for customization and gameplay, without compromising the game’s social and group content. This would create a different experience for playing WoW by utilizing NPC allies to explore Azeroth. I hope these suggestions can inspire the development team to find a model that aligns with the philosophy of horizontal (evergreen) progression, which is sustainable and continues to allow the World of Warcraft team to improve their creations.

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Thanks for a very well-researched post! I have a few thoughts on some of what you wrote:

I understand that research has found that as players get older they prefer more opportunities to play alone and in flexible timeslots. What is the implication of this for the MMORPG genre which inherently relies upon other players to complete (and create!) content?

I’m not entirely sure on WoW’s demographics, but it really seems like the average age of a WoW player is like 30-35. I’m open to being wrong on that, it’s just my experience. Given this age range, should WoW start to phase out older systems like raiding which require time commitment and interconnection? This would be quite the change up!

I know you’re not arguing that, but I’m bringing up raiding to say that there’s a careful balance between maintaining the “MMO-feeling” of player interactions mattering and wanting a solo experience. There are currently many MMORPGs that allow players to play without player interaction at all. This to me has always seemed like not-so-MMO. Some of these games you mentioned, but I’ll add RuneScape which is essentially a 95% solo-adventure-idle-game marketed as an MMO because other players happen to be in the world with you. There is a really fine line between maintaining an MMO where player interactions and teamwork matter (like I feel is our current balance) - and a solo-RPG world with a chat room (which is basically RuneScape). My biggest fear is that the MMORPG genre is becoming less profitable, popular, and/or is trying to please everyone. One of the biggest strengths that WoW has out of any game is that in WoW I have to make friends to do challenging stuff. In retail this “need to make friends” is already grinded down compared to Classic WoW. In the modern game I feel like no one ever talks to each other, they enter group queues, might slip the occasional “gg”, and blast through every quest, achievement, “World Boss”, PvP, anything - all without any player interaction. Addons and Weakauras have also developed to overcome private auras to reduce the ever-dreadful player interaction that was intended by raid designers. It’s hard for me, given this view, to come to the determination that the game could really use more automation.


This is all to say that I understand the rest of the market is evolving follower aspects of the game. I also understand that the MMO genre is introducing more solo-play and that as players get older they prefer it. I just want to add some pause to this though because it’s rare to see MMO’s nowadays that are truly interactive and require group connection. I fear that in chasing accessibility and trying to please everyone WoW might someday become another MMO which is entirely solo-able and not interactive. Arguably… we’re kinda’ already there considering how much of the game is soloable and the rest can be bought for gold. I’m afraid of subbing out real people for followers.

I know we can say that we’re trying to make content for different demographics that can’t play this-or-that. What I have not heard is where we will draw the line and say “If you don’t want to do this with actual players in an MMO, maybe MMOs are not for you.” A large part of me wonders if, as players get older, they are discovering that they would rather play other games - and so WoW becomes “other games” and shifts into a solo experience instead of holding true to a part of what made it so magical 20 years ago.

So that’s all, urging caution. Just like I miss the old days of Halo 2/3 LAN parties and pizza, I would hate to look back on WoW with the same pit in my stomach that we lost something special in having to play with people. I see a lot of what Blizzard has been doing in retail as a direct replacement for players because players now view each other as obstacles rather than assets.

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