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Linear Character Development: The Problem with Levels in MMORPGs

Started by June 08, 2008 03:02 PM
23 comments, last by Iron Chef Carnage 16 years, 8 months ago
Quote:
Original post by Stangler
I think a lot of people want what they want now. PVP does not always provide that.


People wanted WoW before it existed. Blizzard realized that people liked a certain type of gameplay and polished it to extremes (as they usually do in their games). There's no sign that supports that people in the future will like very different things than what we have now (or if they want it, companies developing MMORPGs are failing to see it).

Quote:
Original post by Stangler
I think people want a fair fight. PVP systems in MMOs don't always offer that.


I love PVP and I don't want fair PVP (to be fair you have to constrict it in some way, I like free PVP).

Quote:
Original post by Stangler
I think people want rewards. PVP systems in MMOs don't always offer that.


The problems are not rewards, are rewards of PVP compared to rewards of PVE. As there seems to be far more people who enjoy PVE than PVP it feels logic giving more rewards to that area to encourage PVE players to join your game.

Quote:
Original post by Stangler
Considering how PVP has been done I am not surprised you feel the way you do. I don't think people have gotten what they wanted in the past so they don't participate in large numbers.


I love EVE PVP (in small gangs, I don't like huge 0.0 alliance battles). This has nothing to do about how I feel, I would love EVE to be cloned and refined and WoW dead, but that doesn't change the truth that the majority of players out there like WoW-like games more than EVE-like games.

Quote:
Original post by Stangler
I don't want a stiff death penalty either. It discourages PVP and can mess up an economy. That does not mean you can not have loss and destruction.


I do want death penalties that matter because they encourage intelligent PVP instead of just doing the idiot. They make teamwork important, gathering information, organization, plannning,... They add a lot of depth (even if when things go wrong is a pain :( ).

Quote:
Original post by Stangler
Something like DAOC Darkness Falls is also great, both PVE fans and PVP players liked it.


A small percentage of the MMORPG total player base liked it.
I am speculating how those big world MMORPG failed. They claimed to allow 10000 concurrent players.

Level grind is a virtual small world model. It's easy to design, easy to control and thus is very stable.

Player locality is predictable, player majority will always be in areas matching their levels. You just need to boost up servre resources to those areas. For example, when player majority is at level 10, you put all server resource to the newbie cities. On the other hand, when they are at level 40s, you can withdraw the server resources from those newbie cities as they will be totally empty at that time.

Without a level grind treadmill, player patterns are difficult to predict, you may lose control at a certain point. A sudden player gathering may simply crashes your server due to the fact that it fails to re-allocate the resource automatically to tackle with such a sudden scenario.

I think that this is one of reasons why a big world model is difficult to establish and maintain. While a level grind treadmill is easy to control as virtually it's a small world model due to the fact that player majority always stay in predictable areas.

Big world failure examples include Dragon Empire, Wish and Dark'n Light. I think that the above may contribute to their failure.

The giant game developers may consider to step out of the level grind treadmill model when the big world technology becomes stable and handy. I think that they all realise the problem but refuse to take great risks in developing a game outside the level grind treadmill model.

[Edited by - Hawkins8 on June 11, 2008 8:25:56 PM]
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This may have been addressed but as I was floating through the threads I saw someone talk about "Areas" for certain level players.

Final Fantasy XI is a perfect example of this, and that game, in my opinion is a perfect example of what NOT to do in an MMO.

A lot of people are under the assumption that the only way to let the player play is to go to certain places when they reach certain levels. This creates a VERY boring gameplay experience.

For example, in FFXI you start in your starter town, then you fight till your level 10 and can group, then you go to the 10 - 15 area, then the 15 - 22 area, and so on and its always the same places.

Now, in older games, like Asherons Call you could pretty much go wherever you wanted. There were a few level restrictions however when you were close to a town, the enemies were easier. The farther away you went from town, the tougher the enemies got. This encouraged exploration because when you went into the wilderness in that game you would find dungeons in the middle of nowhere, or weird monsters, or rare plants, etc. The whole game was essentially open to anyone of any level and it was good that way. You weren't confined to one hunting area because of your level, you could go pretty much anywhere with the exception of some dungeons. I never felt like I had to level grind in that game because I was always exploring something new, I didn't have to grind to get to a new, less boring place.
Great posts and I especially like the points Hawkins makes.

We've been talking a lot about the RPG aspect of MMORPGs, but I think a lot of the complaints that come forward about this genre are because people want different MMOGs. In other words, the genre definition of "RPG," though proven to be an effective combination genre with "MMOG," does not and possibly cannot provide everything players want from massively multiplayer games.

Though it might be better to start this in a new thread, I think it's a good idea to talk about MMOGs of other genres. Certainly, there is a demand out there for more "massive" games of other genres. Indeed, "MMO" is simply about scale and this is a concept that perhaps could be applied to other genres that are already very competitive.

Take FPS games, for instance. Stangler mentioned that at a certain point in DAOC, certain maps were like FPS games about "fragging," but he suggested that "a mix of frag counts and PvP objectives would be better." In FPS games, these types of systems have been refined already, and many FPS games have been implementing massively multi player aspects. Take Battlefield 2, for instance, which implemented a ranking system based on accumulated scores that unlocked weapons. Call of Duty 4 took this to a new level, and both of these games had successful experiences with this concept.

More generally, the concept of "massively multiplayer" can be applied to the creation of a gaming context that goes beyond one "instance" of a game (one server in Counter-Strike, one match in Battlefield 2, one Warcraft III game on B.net, etc.). Leagues, therefore, might be considered a type of MMO experience. From this perspective, ranking systems as used in BF2 as well as automated game matching systems used by such RTS games like Warcraft III and Company of Heroes, and now by FPS games like CoD4, are a form of MMO play. All of these systems create a broader context, and the primary difference between them and an MMORPG is the lack of game narrative... but is that a mandatory feature of an MMOG?

It is not a big leap forward to provide that overarching narrative. One Day of Defeat league, for instance, crafted a "battle for Europe" where matches between Axis and Allied factions (formed by a multitude of "divisions" or player-run clans) played out on a game map of Europe. Would you consider this an MMOG?

What if you took a game like counter-strike, crafted a similar system, and allowed players to gain game money based on their performance in matches and accomplishment of objectives? What if this money could be used to customize the equipment of the team and even allow them to purchase higher quality equipment that gave them a bigger advantage? What if certain world map locations became resource-granting points of contention? In such a situation, player factions and politics would certainly emerge. What if this game was not based in the Counter-Strike theme, but was instead based on a post-nuclear wasteland theme? Indeed, this would certainly be an MMOG.

Every time I post about MMORPGs, I get the same old replies of "that's not a valid business model" and "that's not what players really want." The truth is, when I talk about MMORPGs, I am also talking more broadly about MMOGs and their potential. They don't need to be articulately crafted "big world" enterprises either, they can be simple volunteer-run leagues like DoD's "Battle for Europe" that I mentioned. These are all steps in a direction towards "massively multiplayer online" play that is only going to increase, especially as competitive pro-gaming becomes more popular. Most importantly, as other genres drift towards the MMO realm, I think MMORPGs and these other games can certainly learn from each other and adopt beneficial characteristics that work in all genres. Of course, my entire point is that there is no reason you cannot start thinking about that now!
I'm just getting into WoW with a buddy, and I have to say that the most infuriating and game-breaking (in terms of roleplay and immersion) for me is the constant sense of linear progress. You "graduate" out of areas' monsters (WoW has that neat aggro feature where mobs will actually stop picking fights with you about the time that you don't gain anything from fighting them anymore, cutting down on unnecesary butchery) but all that does is lead to a scorched-earth system, where you need to have an endless parade of level-specific content available. Gear is the worst. I have a nice two-handed sword I'm using now, but when I get up to higher levels, I know I'll have to carry some pastel-colored, fire-spouting, acid-dripping limb of the World Tree because the game gives penalties (!) for using gear that doesn't jack your stats up to a degree that's in keeping with your numerical level. As an EvE player, I feel most beautiful and noble when I'm kitted out with cheap, expendable, standard-issue hardware, and making it work well through superior skill and tactics.

While we're all volunteering our pipe dreams for ideal MMO experiences, one of my great desires for EvE was always to have the corporations have more options for business-type stuff. It's nearly always better in that game for everyone to solo, and then team up for PvP, but what if there was a way to make the corp the base player unit? Ships could be "signed out" of the corp hangar, used and returned. Industrial operations would be members using their skills to operate company hardware, and they'd be paid a portion of their yield, but most of it would go to shared goals. An internal "standing" system could be used to automate different administrative tasks, like ranks, access privileges and credit. Score PvP kills? You can sign out the corp Deimos for roaming gangs. Get the corp Deimos blown up? You get busted down to Brutix pilot. Turn in 600,000m3 of Scordite Ore? You get to use the Hulk, but be careful with it, or you'll be flying a Bantam next time. Earn a net profit of 238% with your savvy market trading? Your line of credit on the corp wallet for speculation is extended, keep up the good work. If you start pounding our money down a rathole, you'll have that revoked.

Payscales, collateral, audit logs... I just love the idea of teamwork with organization and infrastructure, designed to reward individuals for benefitting the group.

You could even take away character skill, then, and have awesomeness scale with the acquisition, defense and successful use of assets. Anyone can fly a Sleipnir, but in order to deploy it you've got to help the corp build/buy the thing and keep your combat standing high enough to gain access to its hangar. If you whore the best gear and get pwned all the time, then the problem solves itself when you get demoted.

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