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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."

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  1. Players Create Their Own Leveling Treadmill by truffle · · Score: 3, Insightful

    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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