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.
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?
I recently finished a six-month contract on a high-profile MMORPG, scripting missions and writing NPC dialogue of exactly the type you disdain. The company's polls show that about 5% of the player base enjoys reading the dialogue. With that figure, text is certainly not a priority for any design team -- but if you've got the resources, why not include the text? A MMORPG tries to be all things to all players, or at least as many things as possible to as many players as you can get. The text entertains the 5%, and the other 95% ignore it.
From the company's viewpoint it's just an incidental nicety. Because -- believe me! -- compared to artists and coders, writers are cheap.
It's interesting to consider how a system would work without levels at all (neither hidden nor visible)
It's been a while since I've played it, so I could have some details wrong, but IIRC the origional Call of Chthulhu game by Chaosium was pretty close to that. Basically, if you used a skill you put a mark by it and if your character survived the session you would then get to make a role to see if the marked skills went up (Make a skill roll and if you failed you got to add 1d6 to it I think). I don't remember there being any levels at all.
Then again, the game concept does NOT include the idea that the monsters the characters are facing should be in any way defeatable by them.
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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
Also, forcing the other 95% of players to follow the path of that 5% is not the way to make your MMORPG a richer experience. The reason why most people don't bother with it when it's "optional" is because most people don't find it all that much fun.
Remember how flipped out we all were when Quake added 360 movement to the FPS? When EverQuest added graphics and movement to the concept of a MUD? When Descent divorced flight-sim physics from space combat gaming? When Warcraft liberated computer strategy games from "waiting for the other players to go," in favor or RTS? The mid-90's were chock full of interesting new ways to play games on a computer. I miss that. I just can't get excited about SWG, because there really isn't anything new there. There hasn't been a FPS that turned my head since Jedi Knight.
I even miss the failed experiments from those days. "Die by the Sword" was a combat game in which you swung your weapon by using a complex set of key strokes to specifically "move the sword from upper-right to middle-left, while extending the arm."
Now days, it seems like PC game developers would rather chase after duplicating past successes than come out with anything new. All the really interesting gambles are happening in the console gaming world, which has it's share of stagnant "me too" games, but also seems to have plenty of room for new ideas. "Dead or Alive Xtreme Beach Volleyball," for the X-Box, as an example, is a delightfully weird hybrid of Japanese dating sims, a simple sports game, cartoon pin-ups, and cut-out dolls. It's not everybody's cup of tea, but it's certainly a lot more interesting to discuss than the whatever next iteration of "Left vs. RIght fighting" will be.
Anyway, I'm starting to stray way off-topic. My original point was that, before I spend my hard-earned money on yet another MMORPG, I want to see some real innovation from somebody. The current favored approach to making them more interesting ("let's slap some 'missions' content on that thing!") is not going to cut it with me. Nor, I suspect, with a lot of other people.
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