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.
Your mouse has moved. Please wait while Windows restarts for the change to take effect.
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.
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.
---
I support spreading santorum