Quote:Original post by Nytehauq
Have you ever played World of Warcraft?
Grinding is the single worst "thing" anyone has ever thought of, no offense intended.
Status in a game should be neither hard to obtain nor automatically kept. The easiest and best thing to base reward on is player skill - you get what you deserve, period. A dummy shouldn't be able to play for one year and get to the max level (by putting in amazing effort and WORK) while a better player has to play for a year to be able to stand on even ground. You can have character advancement without tying it to time investment. Tie it to player advancement (how much the player knows the game) and you're set. |
No way. If "player skill" is the measure, it's a twitch game. It has the same gulf between the strong and the weak, except that the weak have no hope of bridging it.
So there are two ways to do it: Twitch skill and RPG grind. One depends on player skill, the other on character development. The grind is an even, boring playing field. Twitch will always favor the same tiny fraction of the community.
And don't say you'll design a system that recognizes tactics and teamwork and strategy and rewards players based on that. Gamers will reverse-engineer your mechanics and find a way to grind the system. There can be no middle ground without a brilliant revolution. It's either a grind or a twitch contest.
Just get rid of heroes. It's a crutch for bad game design. The only quest you have is "Walk ten miles, stab three mice to death, then come back here for a tiny reward and another crappy assignment," and so you dress it up as, "The wise ones say you are the Child of Destiny, but I am uncertain. Your resolve must be tested. Across the blue mountain lies a cave infested by horrific abominations. If you have the spirit and will to best them in combat, return to me with proof. Then I may trust you." That kind of D&D escapist tripe is what's holding RPG games back, especially MMO games.
We grew up on Dragon Warrior and Zelda and Lord of the Rings, and we can't imagine anything getting done with a sword that doesn't have some kind of crappy fate-based plot behind the moronic unlikely hero. And so we always have to start out as the plucky, untrained youth, and we always have to wind up the hardened, invincible warrior, and the only way to make that trip is with a damn grind. I can't freaking stand it. It's your fault, SquareSoft, and Enix, and Bethesda, and all the other studios who made single-player grind games until the term "role-playing" meant, "You get XP for killing monsters." But now we can't stop, because the slot-machine mentality of the grind is solidly rooted in the minds of gamers. The whole lexicon and subculture is based on it. Minmaxing, spawn-camping, train to zone! So you have to have a grind for an MMO to have any kind of player base. But the grind sucks. People hate it, but they're addicted to it, and they can't enjoy a game that doesn't have it.
The best thing you can do is push that kind of thing into the background, and allow for specific, directed effort to specialize a character. EVE is the best I've seen. Character development is a linear, gradual process, so players spend their in-game time actually playing the game, but never worry about not levelling at the optimum rate. You get your grind fix every time that synthetic voice says, "Skill training complete," but you don't feel compelled to play forty hours a week, and you don't have to mildlessly slaughter mobs to get the levels.
It's the best community online. Even the jerks are real jerks, not just spreadsheet-crazed zombies who want this spawn point so they can grind. If they're stealing newbie miners' ore, it's because they're the kind of people who like to take things from the weak. That's a real sense of injustice, and you'd be surprised how good you feel when you get six rookie pilots in light combat ships and blow the living crap out of one ore-thieving battlecruiser, then make fun of his penis on local chat.