MMOG Creators On The Levelling Treadmill
Thanks to RPGVault for their article discussing the problems of repetitive gameplay in MMORPGs. The article defines the issue as "...the so-called "levelling treadmill" that involves repetitive play, often combat against NPCs that present little real challenge, in order to advance [the player's] characters" Representatives from NCSoft, Microsoft, and Auran offer their opinions, which range from "...levelling in and of itself is not evil" to "...levelling has to become dull or the level-up reward would lack value."
I don't understand why levelling must be a dull process for the reward to mean anything. The main problem with the majority of MMO*s is that combat is the main focus of levelling. The game then devolves into a "who can get to the spawn point fastest" competition.
Star Wars Galaxies has gone some way to remedy this with experience granted for other skill use but in doing this they've neglected the section of their playerbase who want to fight hordes of creatures.
What's needed is a balance between the two - have the tunnels of orcs or caves of tuskan raiders for players who want to go all out hack'n'slash to haunt but also have experience/level points awarded for other actions. Neverwinter Nights is one that balances these very nicely but then it's just a translation of the D&D rule set.
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I found the role-playing system called FUDGE (the docs can be downloaded for free here wondefull. It has no concept of levelling at all, but a skill based system and is far more realistic than say, ADND. The only problem is that is relies on the GM more than other systems, but that could be changed. If they're trying to remove levelling (to an extent) they should definately check fudge out.
-Filik.
how come you don't get wiped out by the first monster with an excess of constitution or skill compared to you?
Leastways I liked monsters or other players that matched my level approximately rather than being completely obliterated every time I played before I even knew what happened.
-- it must be true, it's on the internet.
you can pay people to level for you. In Taiwan you can pay less than 2 bucks per days to hire someone who happens to hang around in Internet shop all day. Those kids are so willingly to do what they love to do while earning a little wage and staying in shop for free. It's becoming popular as those 'power gamers' you hire can level much better than you. :D
:)
You don't approach those 'power gamers' directly rather you pay the Internet shop owers to hire them for you. The shop owner bascially charge no commission in this deal but he'll charge you internet access fee for the gamer(s) you hire.
It has already become a social problem in Taiwan as that actually encourage kids skipping classes and social life. Besides, this is an awful sweatshop practise, though the employees seem to be very happy about it, but not their parents.
I've been told similar business has been found in Korea. Anyone knows?
The problem with that is, if monster farming is a treadmill, most single-player quests (and their MMORPG equivalents) are monorails.
Sure, there are some people who really get off on reading all that carefully-scripted NPC chatter, paragraph after paragraph of it, like you find in a lot of NWN modules, but most of us don't fire up a High Fantasy Adventure game so we can read pre-generated text. If we wanted that, we could re-read our LOTR books, including all of Tom Bombadil's meandering poetry, a copy of which is probably sitting in the immediate vicinity of each of our computers.
Here's a little secret for you "let's make lots of missions" guys: Everquest if chock full of quests, but the vast majority of players find it less boring to "kite" wandering guards, "farm" bandits, or "camp" the minotaur caves than to perform them. The only popular quests are the ones which drop some coveted piece of l00t that you could not get any other way. In other words, most of the players don't find the quests all that much fun, and only bother with them for the rewards, so that they really just end up being an even-more tedious form of The Treadmill. Plus, questing limits both the options of behavior and possibilities of outcome.
When I talk to people who continued to play EQ long after the Level Treadmill got boring for them, they almost always say the same thing: They continued to play for the social aspect of the game. That's right, those "EQ Weddings" we all snickered at when they first started happening, along with silly player-organized events (such as the infamous Naked Troll Run) are what keep people paying their subscription fees for a game that it now very long in the tooth.
Why not develop a game which throws the D&D/MUD convention of levelling out the window entirely? A sort of Tolkein-esque version of The Sims Online, if you will. Create a world that's full of fun things for your avatar to do... really fun things, not just reward-driven things. Interesting game-within-the-game diversions that players can get involved in while making small-talk. Give out meaningless medals or something to show off to others when difficult challenges are met, rather than ramping up character powers in ways that can actually interfere with the social interaction which is the true drive behind the game.
Before somebody has a cow about my suggestion being less appealing than good ol' hack-n-slash RPG's, those games will still be out there. Go play EQ and see how fast you can level that Iksar Necromancer, and be sure to use the EQVault and Caster's Realm web sites to find the phattest quests, so you don't waste your time actually talking to NPC's.
All I'm talking about is the possibility of just one MMO game out there for those of us that just don't care about that sort of bullshit anymore.
Information wants to be anthropomorphized.
I remember in the good old MUD days, leveling was still a pain in the butt, but you still enjoyed it.
You would get large hunting parties together, try to make your skill % go up. When you would level you would allow yourself a break, maybe for a PK-fight or what not but then you put your shoulder to the boulder and started leveling again.
Sometimes, I would be so fulfilled when I leveled. I would tell myself "just one more level" then I'll hit the sack... sometimes this went on for ever.
Oh good times!
mud.arcadia.net 4000
Interesting article, but I think they're kind of missing the point. People aren't forced on the leveling treadmill, they jump on voluntarily. People hop on the leveling treadmill because they want more power, for its own sake or for the social status that comes with leveling.
It's possible to level by constantly facing new opponents, taking on the most challenging opponents available, and trying new things.
It's generally more efficient to go to a place that is "good" for your character to level. It's often more efficient to face weaker opponents, because it adds consistency to your hunting experience. Consistency is what allows you to play for eight hours straight, with a group of less than competant adventuring mates, while watching TV. It's less fun, it's less challenging, it's slower, but at the end of the day you're higher level and that's what counts, not whether you "had fun" along the way.
People complain about the leveling treadmill because they find it boring (it's still fun because leveling is constantly reaching goals, and every goal reached is fun). Sometimes people don't know what they really want though. It's easy to go completely off track in responding to these complaints. Lets look at what people really want:
- They want to be able to gain power consistently, constantly reaching short term goals
- They want to be able to come home from work, tired, play for a few hours, and reach some goals
- They want this entire experience to be easy
You can make this process as interactive, and fun, and mission based, and private dungeoned as you want, but it will still end up being a leveling treadmill of some sort. People are going to skip and ignore your NPC text, power through your dungeon to save the princess to go on to the next quest, do whatever they can to 'ding' as soon as possible. The fundamental goal is to gain power, over their peers, more quickly, and everything else is gravy.
That is fine though, I think we can make better MMORPGs with less repetitive leveling treadmills. Make people experience different content to level, literally force them. They may not care, they may not appreciate, they may even complain (don't fall into the trap of making this new content "hard" they still want "easy"), but at the end of the day they may have more fun.
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I support spreading santorum
FAQs are primarly useful in static quests, quests where you need to find 11 items in 7 zones dropped by 14 creatures. You can follow them like an instruction manual, bam.
This isn't necessarily a problem, the original questers have fun solving the quest before it's spoiled. Many people (myself included) enjoy completing quests without the slightest application of ingenuity. At that point the quest becomes a simple timesink with a rewards, but the reward is still fun.
You can make quests more dynamic by having more variable quest components. Instead of needing Harpy's Feathers and Eye of Newt for the quest potion, why not pick one item from quest item group A, and one item from quest item group B. At this point we're getting more into the area of automagically generated quests, which are cool.
I think there is also value in fixed rewards for variable quests though. Quests can become part of community understanding, which increases their value. For example, the epic quests in Everquest, for cool class specific items. Take one of those quests, make 25% of the content more dynamic, you'll have more interesting quests.
But keep in mind not everyone likes quests. You will soon have players complaing about "stupid quests" or "boring quests" or even "broken" (I can't solve it) "quests" if their real advancement is held up by a dynamic quest made just for them.
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I support spreading santorum
I am not surprised that they didn't talk to Mythic in regards to Dark Age of Camelot. Lots of little treadmills in that one.
First off you have the 1-50 treadmill which isn't so bad until you get past level 35.. then it slows down alot (unless you are being Powerlevelled)
Then when you hit 50 you have to start treadmilling the Realm Points to make your guy stand a chance in RvR combat..
While you farm the points you also have to farm the cash to get the full suit of customized spellcrafted armor and weapons so you can make your guy more effective in RvR combat, then you can farm more money for a shiney new house.. oh and if you don't have a buffbot you will more than likely get your ass handed to you by those who do.
Farm exp and gold, then RPs and gold then more gold and more gold.
Being a crafter is a boring treadmill as well. Farm gold, diamond seals, crappy weapons with weird stats.. make lots of hinges, craft some more.. farm more get more seals.. yadda yadda.
If you want to enjoy the RvR aspect of the game you will have a hard time if you are a fairly casual player.. since that twinked out Inflitrator or whatever will drop you in a second.
"I am a kernel in the linux army"
The problem with MMORPG is that they haven't found a way to properly do PvP and integrate leveling with it. Fighting the same computer generated enemies over and over again is boring. Fighting a thinking human is much more of a challenge, and much more rewarding.
Sure, some games do realm or faction based PvP, but if you could level in a PvP free for all leveling wouldn't be quite as boring. Of course, everyone is afraid of "griefers" but this fear is driving away the mass market appeal of MMORPG.
Darkfall looks like it will be interesting....
I kill monsters
So I can get XP
So I can get skills
So I can kill monsters
So I can get XP
So I can get skills
So I can kill monsters....
I'm always running 'round in circles...
(with apologies to the "running in circles" anti-cocaine ad.)
www.eFax.com are spammers
There are a lot of gamers out there that are looking for the easiest way to reach their goal, so even if there were plenty of ways of getting experience, many (not all) gamers would still stay with the camp and kill method. I have met plenty of players online that come from an FPS to an MMORPG, all they want to do is PVP. So they basically just keep camping different spots until they are powerful enough to go PVP. They have no interests in the quests, unless it will make their guy more UBER.
They are basically looking for a different market, more like a MMOFPS.
Johnkoerner.com
Gawd, "read the manual" the coward says. And "I'm sorry I'm not here to..." - I didn't force you to reply did I?
I hate reading games manuals. That's one of the reasons I always liked space invaders until my computer started running the program faster than it would accept keyboard input. Dead dead dead wha? Game over.
Yeah, I am more familiar with a live DM who matches his monsters to his players, afterall he doesn't want the game to end too quickly either.
I sometimes play network quake and the like, and I tend to get creamed by the guys who play regularily which takes the fun out of it for me. It's like having your first game of golf against the professionals. (Hmm, maybe you don't play outdoor sport).
Do the MMORPG just hack and slash, ie you only rack up points for killing things, or can you make or lose points, like real life (sort of), by actions like losing iq points by watching CNN, and gain Karma by making donations to the "poor", is it possible to ask questions first (perhaps from a distance) and hack and slash later?
Are the groups of human players (ie creatures representing and controlled by real humans not entirely computer generated) likely to let a beginner into their group or just kill the newbie off for points?
Hmm, you're probaby right, I've got no idea what you mean. I've got a fair idea what Daniel meant.
I'm not real obsessive about games, and I still hate this glary purple layout.
-- it must be true, it's on the internet.
Welcome to MUDs.
Comment removed based on user account deletion
Is truely adventuring...thats what made D&D and other pen and paper RPG's fun. Getting out and exploring the realm, going into new area's, fighting new enemies, solving new puzzles and completing an adventure....one of the people in the article is right...its not about 'leveling' its the adventure that made RPG's fun and unfortuneately every MMORPG that I've played is nothing more than a hack n' slash repeditive game. Ultima Online was an exception for me for a short while, despite all its numerous faults it's the only game I've played that actually encompased the thrill of simply exploring the land and discovering new and hidden things....that lasted about a week until I was sick of being PK'd once an hour.
All crap about weapon balance and bugs aside.
I love the game. The funny thing is I hate PvP in all other MMORPGs and that's all there is. The thing that draws me in is that I can be part of the big battles, still hit the BR20 (Battle Rating is your level) and take them out just as easily as a BR1. But I think that's the reason I can stand it. On Darktide in AC (the pvp only server) you portal in as a new character and you're immediately assaulted by X player that's probably 20-80 levels ahead of you just looking to make your day miserable. There is nothing you can do to stop him either. Planetside is very item centric and there are no items to search out, they're all provided to you just as long as you can actually use them.
Here's the downside to PS. The world is too big. Even with 1000's of players, continents are locked once a pop cap is reached, and there are never enough people on a continent to defend all the bases AND mount an attack. The problem really is taht per continent there are too many bases to attack and to defend. On top of that, the game is caters to the FPS crowd that wants "instant action". Thus there are options to drop you straight into battle, which is a bit ridiculous. Supply chains and vehicle lines can easily be broken past. The game also favors the attacker a bit much, and I feel, has limits in the character skill department (there aren't many variants on characters).
but the mere existance of levels themselves. Personal enhancement can only affect your physical ability to a certain degree, and probably leaves other faculties lacking. Lifting weights all day doesn't make me signifcantly wiser, or smarter. In fact, I'm not sure what does make a person smarter. And practicing military drills all day might make me a better fighter, but the psychological impact is likely more profound. This sort of trait should be emulated by the Role Player, but the notion of RPGs as an acting exercise left long ago.
RPGs come with a buttload of predefined genre baggage. Designers are all too eager to accept them all. Numbers dictate actions, rather than the other way around. There needs be change, but god help us all should our Savior be The Sims Online!
I Browse at +4 Flamebait
Open Source Sysadmin
The people saying leveling as a goal is okay are idiots. Well, maybe not idiots - people play chess over and over again because (they hope) they are getting better.
But as far as mass media goes - if you want a game to really attract a large crowd - you have to cater to people's attention spans. No one but a geek (and I am one of those) has an attention span that will sit still for this crap.
No, the games that will last through the ages will continue to engage your mind all the way through the game. Novel writers don't write the same sentence over and over (well, except Jack: "All work and no play make J a dull boy..."), movies don't show the same thing over and over (except Run Lola Run: "I don't believe there's nothing left but running here again").
Hmm... anyway, as I was saying, if you want people to care about it, you can't deaden their senses to it. You need to provide them interest all the way along.
Rudy
PS. people that say 'bots are evil aren't reckoning with the fact that they make great screensavers!
1. 2.
Players, as a general rule, don't level anywhere they can die easily (Which is "Dull"). Sure, the Rabbit Cave gives a fifth of the experience of the Troll Cave, but the trolls kill you easily. In games that seriously penalize death there's even more of an incentive to stay in the Rabbit caves until you're powerful enough to stay alive for hours in the Troll cave (But you don't dare enter the Dragon Cave).
Any game that requires me to be bored to tears before I'm worthy of the next level won't hold my interest for long. Sure, you need to reduce the pace now and then, but this sounds like a cop-out for lack of creativity. After a while, you barely pay attention, farm out your levelling, focus on the social elements, or quit. The only interesting one there for me is the social one, and that means the developers are failing in their task of creating engaging gameplay. Not that social interaction is bad, but that is not something to be credited to the game developers.
Not that I play MMORPGs, if I want to seel trolls killed, I come here...
Sure I'm paranoid, but am I paranoid enough?
er above says it all... no levels - almost everything is player bought inc skills. PVP openended.. different but amazingly fun.. Elite on steroids. esp for my non eq nights
I used to play AO and now I play Planetside, so I like to think I've tried both sides of the equation.
The thing about AO was that you had a character to upgrade and advance in a multitude of (albeit tiny, almost meaningless) ways to get an overall better character. This persistent character can then go around and have fun in the world, killing monsters and gaining levels. There was permanence, my characters cool stuff stayed with him, and if you took over a section of Notum mining you kept it and the bonuses.
But you still had to play for hundreds of hours for all those tiny, meaningless improvements to mean anything, and to do anything really cool.
This is the same idea in EQ, you gain levels to use the burny swords and the glowy armor.
On the opposite side of the field, you've got Planetside. In just a few hours, a player can any equipment in the game, and blow up the people that have played the game since the beginning. This is the point, of course, and one of the reasons the game is so much fun.
But nothing ever CHANGES. You capture the same base night after night, fire the same guns, get killed by the same enemies guns, and get run over by the same vehicles, every day. It's not a level treadmill so much as it's building sand castles in front of the rising tide. No matter how much progress you make during the night, it will all evaporate guaranteed. Being a high level doesn't mean anything, save that you don't have to log out and log back in to play with different toys in-game.
Now, I don't think it'd be possible in the AO/EQ/DAOC style of gameplay to make lower level characters worthwhile, they are designed against it.
But I'd love to see higher level characters given new toys/a different paradigm of gameplay in Planetside, and the inevitable games like it. I think making even beginning players worthwhile to a conflict in an MMORPG is vital to making it fun, but at the same time, gaining levels should reward the player with more/better/different ways of playing.
Actually, after I wrote that, I realized that someone already wrote an article to that effect, though about a different era of online games. But his point remains the same: Gamers of all dedication/skill level/hours of free time available should have fun things to do, that at least they percieve as worthwhile.
yes, that email at the bottom is my 15 year old self.
skye
EVE doesn't use a Level or experience system in the classic sense. You train skills by simply investing the time required to advace that skill Ok, skills have levels. They also have Ranks, which is a multiplier of the time required. Attributes affect training time as well.
Going on vacation ? Start training something like Minmatar Cruiser 5 and it'll be done when you get back. The only real catch is you can't freely switch between skills under training, nor train with more than one character per account at a time.
So my two-days-after-retail pilot character is heavily loaded with high skills, my alt character just has enough to run the corporation and our maufacturing operations.
So in EVE it's "I get Electronic Warfare 5 in 9 days !" and not "5000 more goblins to the next level !"
Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
As promised, I'm still working on a commercial project to deliver an MMORPG that addresses this and many other problems with MMORPGs. The leveling system is horrid, but hard to get rid of because characters want to compare themselves to gauge their progress. I personally favor a skill-based approach. It's not hard to tell if a player is actually *challening* themselves. And it's really easy to tell which skills are being used, and which are rotting from disuse. This RPG, which may be announced later this year and enter alpha around January or so, is almost entirely skill based. (using a percentage as an index, skills can actually have subskills, and are quite complex in nature.) If you spend all of your time sniping, your sniping skill will increase, but only if you continually persue harder and harder targets. Skills that aren't used often actually waste away. Depending on your character's attributes, this can be recoverd from fairly easily. For example, if your character learns to ride a bicycle, then doesn't for a year, you can "re-learn" in seconds unless you're trying to start off with BMX racing.... But if you haven't went swimming in a while, the curve isn't so flat... You might need a few minutes at the kiddy-pool to get reacqauinted with the water....While some special forces character will start acting like a fish instantly. In addition, your character's situation and physical condition is taken into account. If he/she is tired, sleep-deprived, *and* hungry, obviously your electrical engineering skill is gonna take a penalty. The same goes if your character isn't used to gunfire, death, etc. Skills in gaming are best approached from a psychological standpoint. Because everyone has good and bad days. On the other end AI does play a role, and so is the wretched quest system that online games have adopted. Players are great at making their own drama, and this game will nurture that to the fullest! There are plenty of ways to incorportate moderate PvP and still counteract "grief" players. The end result of this will be an RPG that is much more enjoyable than anything else out there. So I may as well reveal the name of the project: Project EqTn. (free character for life and 1,000,000 credits in-game for the person who figures out what that means...email zarthrag14@ou.edu minus the 1-4) The site will be up soon, maybe next month or so. Maybe later I'll put up a release revealing some of the nifty life-changing features. "I'm nobody, and if anyone disagrees with me, then I'm somebody, and that makes me special."
Why can't all fpga/microcontroller manufacturers just release free optimizing compilers???
Creating a long running massively multiple game is next to impossible. One of the main problems is that it is difficult to design a game that will handle both the casual player as well as the hard core game (many of which essentially live online).
Every new game states in their FAQ that they are designing the game with the casual player in mind. But every time this is tried, it is a disaster. The hard core gamer quickly exhausts the content of the game and moves on. That is a problem, since the hard core gamers are a very profitable crowd to have as customers (frequently with multiple accounts).
Also, complaints from hard core gamers need to be taken with a grain of salt. They will bitch about the level grinding, but really enjoy it (in a weird, twisted way). My friends and I would complain every day about the latest problem with EQ. But we would then run home and grind the night away. If it wasn't challenging, we would have lost interest.
I've played muds for over 10 years, and have played almost every mainstream MMORPG on the North American market. I believe that the missing element from an RPG vs Levelling 'ad nauseum' MMORPG game, is the idea of permanent character death.
Mentioning the phrase usually incites people to reflexively assume that perm character death could NEVER work. But I don't think it has been
given serious treatment as a conceptual game element.
Consider the following.
-One of the primary appeals of an RPG game is the creation of a fictional character.
-perm character death was the norm in paper RPG games, and the appeal of the paper RPG game had a substantial impact.
-Current MMORPG's suffer from a few conceptual difficulties, inflation of levels (both of players and monsters), inflationary hording of loot, repetitive quests and events, and the big question of whether or not to allow PvP, or PK gaming.
-The inflationary aspects of current MMO's are similar to nations printing their own money. There has to be a finite amount to give something value. The whole notion of meaning is that there is a start and end point, and the 'mean' occurs somewhere in-between. People are drawn to meaning, and character, otherwise Fantasy RPG's wouldn't exist.
-It is a measure of the immaturity of the MMORPG gaming genre and/or market, that no-one has taken a serious look at the potential implications of making a game with permanent character death. (Whether fantasy/magic resurrection or appeals process is included or not)
-It is a widely accepted conceit of writing drama that one of the fundamental hooks of a drama is the REAL possibility of losing a character that the reader identifies with. This element of risk makes the story INTERESTING.
-MMORPG's have a somewhat different dynamic than conventional drama however, since the readers are players, and are interacting and affecting the playing experience of other players. The game designers are the storytellers from one level, but the notion of timeline that is critical to drama, is either absent, or absurdly predicably cyclical in games, hence the experience of 'camping'.
-MMORPG's suffer from inconsistent levels of Role Playing given that people have different ideas of what appeals to them about the fantasy environment.
-The common element that draws people to a fantasy game, is the idea of pretending to be a svelte elven warrior princess, barbarian warrior, or effete and sinister mage.
A game designed around the concept of permanent character death, with the interest level of the game focusing on story, and character creation, rather than endless acquisitiveness could potentially turn a huge corner on MMORPG gaming history.
PvP could be allowed but would be held in check by the reality that lvl 50 PK'ers just wouldn't live to rise to that ridiculous a level, and then mindlessly take out their own personal aggressions on hapless noobs just entering the game.
Character creation, focusing on individual uniqueness, emotes, and skills, could be the draw of the game, levelling can be part of the process. But in a perm death game, having a tavern full of 50th lvl mages, and lvl 100+ monsters hopping across the countryside wouldn't happen. A lvl 5 or 10 character would be significant. Characters could age. A real story timeline could be introduced.
Perhaps I'm being too literal about the story and RPG aspects of the MMORPG genre. I believe that one of the current limits of the genre is overall motivation and age of most people drawn to fantasy. There is often a fairly prevalent adolescent notion of immortality, or lack of recognition of mortality, and the appeal of a consequence free virtual world, where one can become supremely powerful, is an essential part of the escapist appeals. But does the escape have to be all about levels and loot, or is it fundamentally about character, and the desire to BE someone else, if only for a short while.
my two cents on the subject of levelling treadmills...
Mythrax
mythrax@gamezmod.com
In the search for meaning, which includes forays into the virtual world, play itself is the most effective form of learn
At least the insults have a certain quality to them. Lemme try: You spend so much time with your computer in the basement that your breeding opportunity is nonexiestant, all suitable members of the opposite sex can and do outpace you easily.
-- it must be true, it's on the internet.
I almost like the implementation of leveling in Eve:TSG ... almost... Rather then gaining XP for actions, you have to train your skills. More or less, once you have the base skill it can be set to train, and will keep training whether you are logged in or not. Sounds too easy, but once you get to level 3 or 4(of 5) It starts to take days of constant training that one skill. But that isn't so bad, since you don't have to be logged in.
The alternative is games like www.puzzlepirates.com
It has a very unique system in that every skill is a puzzle game. Think tetris/columns/Dr Mario etc...
You have levels and reputations. Your reputation is based on how well you do at each game vs the statistical curve. Your level is based on exp. There is nothing in the game that can't be done by very good players with level 1 characters.
It's a very different take on things.
-ash
"Mass genocide is the most exhausting activity one can engage in, next to soccer."
While it's a cool concept and I've played a few MUD's that had permanent death. The reality is that the large commercial MMORPG's want that residual income, meaning that they WANT you to keep playing on and on and on... so if I spent 6 months of my life leveling up a character only to have him die some idiotic death (due to lag, stupidity or whatever) and have a permanent death.. well the bottom line is that I and I'm sure almost any other player would simply quit. It would've been a complete waste of time, not that they are already a complete waste of time but that's another topic... If you are paying for a MMOG service you better have something to show for it after a period of time.. in permanent death no one else will really give a shit if you lived or died, they were not a part of that story so why should they even care? So in the end it'll have little or no value to the players, so no one will play it much less pay for that service. At the very least it would have to be a free service like hardcore on battlenet and with diablo it's easy to level up characters fast (so no big loss) but imagine trying that with Everquest...
So if Everquest did that then they'd lose probably nearly all of their customer base, sure there would be a few hardcore players that would like that but realistically not all of us have 24/7 to play a game to constantly level up characters.
Lets start out with the idea of taking 6 months to level up a character. They key problem is having a 'character' that you have put effort into die 'some idiotic death'.
What MMORPG's producers are selling, is a sense of character, whether game producers, or players even realize it. Your own example of levelling up a 'character' for 6 months, then getting pissed becuase they died 'idiotically' illustrates the point perfectly. The idiotic death was not consistent with the hypothetical character you were creating, and hence you got pissed and quit. The loss of a character, measured in levels is frustrating. The levelling environment itself is frustrating, that is the point of this whole thread.
Non-permenent death prevents character building because character is by nature a limitation, a punctuation, the period at the end of the sentence. The 'reality' of fantasy is that people engage it in to explore their own 'character creations'.
You are correct about commercial MMORPG's wanting income, but you are stating the obvious, and the current levelling treadmill MMORPG income stream is starting to look grim and unreliable to those 'large commercially driven MMORPGs'.
Could it be that the fledgling MMORPG consumer market has started getting very fussy about their tastes, and are getting bored with treadmill gaming environments ?
As to the MMORPG's being a complete waste of time, well that 'other topic', so easily glossed over, is THE WHOLE POINT! Whether your character dies a permanent idiotic death, or whether they become fantastically successful, getting all the levels and phat loot, the bottom line is the experience of saying, after logging off, what do I have to show for it. The answer for almost every player is; unless their selling their in game loot on eBay, not a whole lot.
There is no self discovery, no storytelling and often very little else that survives retiring from a game, when that game is based purely on levels. I'm not saying levels shouldn't be in the game, but in a non-perm death environment, levels are the only measure, and character is limited to the color of the armor, or robe that you wear.
While there are examples of dedicated players that play in character, or that have a lot of character in their playing style, these players are more rare, and are often people who, having demonstrated a mastery of the treadmill game environment, are now dabbling in playing magnanimously.
Whether EQ loses their player base doesn't concern me, what I am concerned about is whether MMORPG gaming is a flash in the pan gaming genre, or something that can mature into more serious entertainment medium.
In the search for meaning, which includes forays into the virtual world, play itself is the most effective form of learn