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Grinding Time - On MMORPG Character Advancement

An anonymous reader alerted us that "Starglade has an editorial about character development systems, where the author discusses the two most common types of character improvement (classes & levelling, and skill based improvement), and makes some suggestions for future systems in MMORPGs."

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  1. The level grind by RogueyWon · · Score: 5, Interesting

    The level grind is always a difficult issue in RPGs and particularly in MMORPGs. It does put a lot of people off and, yes, even I, a fairly avid MMORPG player, get pretty sick of it sometimes.

    The problem is that all things considered, it's probably the "least bad" way of handling character advancement in a MMORPG. Ultimately, a sense of advancement is one of the best ways of keeping players interested in a game. If you could max out a character after a couple of days, you'd probably lose interest in the game pretty quickly. No matter how wonderful the quests and other content might be, you're going to start thinking "but why should I bother"? Moreover, given that it takes the developers a considerable amount of time to design quest-related content, you're never going to be able to get enough quests to allow them to replace the level-grind as a long-term option. The challenge for developers is to make the level grind as painless and even enjoyable as possible.

    My MMORPG of choice is Final Fantasy XI. I think I can maybe shed some light on what I mean by pointing at some of the things it does right and wrong with regards to the level grind. First of all, the jobs system is a huge plus; being able to change to one job without losing my work in another is a huge plus and means that if I need a break from the level grind on my main job and there aren't any job specific quests I can go and do with it, I can switch to another job for a while and do some of the quests for that. I don't "do" crafting myself, but the skill system there seems fairly sensible; you gain skill in it by actually practicing making stuff, but there's a cap placed on your skill by your character's level, so advancing tradeskills requires a mix of practicing crafting and level grinding. The weapon skill system is similar; a level 50 character who's never used an axe before will be no better at using an axe than a level 1 character, although due to his high level, he'll learn more quickly if he tries. The requirement to form parties is also a big plus, in my opinion. Only one of the jobs in the game (Beastmaster) is capable of levelling up past about level 20 without being in a party. Personally, I don't get why people would play a MMORPG and then spend most of their time solo; if I wanted to do that, I'd be playing Morrowind. Interaction with party memebers is one of the best ways to take the sting out of the level grind, even if it can become time-consuming to put parties together at the higher levels (50+).

    That's the good stuff. Now for the areas where I think there's room for improvement. By far my biggest gripe is the fact that you'll never be fighting anything other than the same few types of enemies on the level grind. There's a huge bestiary in the game, with some really great monsters, but as most players are so risk-averse, they'll happily go from levels 1-60 fighting nothing but bats, worms, crabs and beetles. Just to point out how stupid this gets; a level 60 beetle has the exact same abilities as its level 1 cousin. The only difference is that it gets higher stats. It would be nice if the game would force you to fight more exotic and difficult creatures as you got more advanced and if... shock horror... fights actually started to need more skill at the higher levels. As it is, the only times I get to fight the more challenging creatures are when I'm on a quest. Also, I'd like to see smaller penalties for dying. It's not so bad at the lower levels; a death there might set you back about 5 minutes worth of levelling. But a death above level 50 can set you back an hour or more of work. This contributes to players being so risk-averse. I understand the need for some kind of penalty for dying, but I think that being over harsh takes a lot of the fun out of things.

    Anyway, to wrap up, the level grind is here to stay, but developers have a duty to do whatever they can to make it as fun as possible.

  2. Yeah, but then what? by Geaus · · Score: 5, Interesting

    A large part of the attraction to MMORPGs for the core players is the ability to distinguish themselves from everyone else. By having the biggest level, the baddest weapons, the toughest armor or the most exotic clothing, if you compare two people who've been playing the game for two years next to two months, the person who's been playing for 2 years expects a little something to show for their time and effort.

    People absolutely get bored of fighting the same monster over and over again. I think reusing monster models for both high and low level content is an extremely easy way to shoot yourself in the foot. Variety in dungeon settings and monster types helps. And it helps even more when developers go with a theme that makes sense. Everquest had a Frog dungeon in a swamp, a haunted undead house tucked away on a bleak oceanside cliff, and an orc encampment on the border of elven territory. Good examples with good thought put into them. DAoC would have you fighting fire breathing lizards right next to undead barrow wights. Anarchy Online would have you fight a single mob type (heckler) for literally hundreds of hours to advance in level. Very bad examples there.

    As far as I can tell, there are two types of ways to distinguish players from one another. Time investment based and skill based. Mix them how you will, but those are your options. Either players are going to be rewarded for playing 2 hours a day more than everyone else as in most MMORPGs, or players are going to be rewarded for being just a little faster and a little more accurate as in most FPS games. Outside of PvP, I can't think of any MMORPGs that require any level of skill. Sure, there are some classes in some games, like the calmer or healer, that require a small bit of brain power, but thats a far cry from minutia of skill making a difference.

    So the trick of MMORPGs so far is to make the time sinks interesting. And thats accomplished with variety. Variety in monster, in dungeon, and the method of experience reward. Until we start seeing hybrid systems, where both player skill and character stats matter strongly (simliar to Deus Ex) then this is what we are stuck with.

    Though I am looking forward to the day when there is a good MMORPG that uses both stats and player ability, I suspect it's a long ways off.

  3. "weak" characters by truffle · · Score: 4, Interesting


    The concept that you start off fighting rats and snakes for a long time until you become "powerful" and can have fun fighting tough opponents is fundamentally flawed.

    What defines a powerful opponent? Is it their hit points, their armor class, their level? For most characters in most MMOs a powerful opponent is one more than a couple levels higher than them, since those opponents will be able to kill them very quickly.

    Perhaps it's just that "rats" are themselves boring, and don't seem powerful because they are rats. What this suggests is that it's important to pit players against interesting opponents at lower levels. There's nothing that prevents a low level monster from having all the characteristics of a higher level one, just at a lesser power to match that of the weaker character. There's nothing that forces the low level MMO game to be less fun than the high level.

    I'm not suggesting there are no problems with leveling based system, but that section of the article does not identify a fundamental flaw with leveling systems.

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    I support spreading santorum
  4. You Say You Want a Revolution? by MattW · · Score: 4, Interesting

    If you're an MMORPG and you want a skill OR level based system, or a hybrid, you're going to have a hard time breaking new ground.

    Know what I'd sign up for? Q3 as an RPG.

    I spent like 18 months, maybe 2 years playing Q3. I started off bad. Challenging was finishing the same single player on the middle of 5 modes. Deathmatch online? Good luck... if I got lucky, I might manage to finish in the middle of the pack of 20+ players. (And I had superior hardware and bandwidth)

    But fast forward 18 months... and I'm at Quakecon in 2002, and I am delivering a spanking to the whole con. My railgun back-to-back hit-o-meter is popping up every few seconds (28...29...30 in a row) as I adjust to the LAN environment. *My* skills have improved enough that I'm dominating a 75-person server. (Actually, I was running slightly ahead of a guy I played with constantly of my 'main server' back at home, who was sitting right next to me)

    I've been playing City of Heroes lately. And frankly, I find it irritating that there's a lack of skill. If I play my tanker, I turn on my fiery aura, walk up to something, and spam my axe attack. Sure, in a big group taking on purples there's a little bit of strategic decision making, but it's obvious there's a pretty solid "ceiling" on where you can go with your own skill... and your own skill applies ~0 to your early progress, where the few powers you have available makes any decision making moot.

    CoH without a respec suffers additionally -- since if you learn from your mistakes building, you're currently forced to go through the grind again with a new build if you think it's better... that should be over come "Sep/Oct" when the 2nd update pack will introduce a respec, but still.

    If you played Q3, you may have run across a pro. Despite my LAN domination at Qcon, I wasn't one, and didn't nearly have the skills...yet. And it was the coolest thing. These guys had the aim, but they had the skills to make the most of it with other things like movement and strategy to gain the upperhand against you. That's how my games against pros typically went -- start off even, we each get some power ups. Maybe I get a frag or two early, but before long, I show up a second too late to grab some key item, and that's it... I never score again, and I'm ground into the dust. But you knew when you went up against these guys that they were better. They outplayed you.

    In City of Heroes, when some L50 flies along, it's clear he has a lot more time on his hands than you do... especially when you're me, without 10 hrs a day to play, and you're crushing the xp/hr rates that people report on the forums... and it's *still* "taking forever".

    Someone needs to come up with something that has the fun eye candy of CoH, but adds "player skill" to the "character skill". I'm not saying make Q3 into an MMORPG... why not just play Q3? But make player skill ACTUALLY count. Make attacks more powerful as you level up, but force players to actually AIM.

    It's going to come out sooner or later. And you know what? People aren't going to stop playing it. It's not going to get boring. Because when you stop and think: hell, it's been 3 hours and I've only got half a level?... you're going to realize your aim is improving. And you're going to smile and press on. (And it will make PvP a lot more interesting)