The Dilemma of Level vs. Skill In MMOs
Karen Hertzberg writes "Since MMORPGs became a mainstream medium, players have debated the two primary methods of advancement. Which is better? Is it the level-based system that is so dominant in today's MMORPGs, or the lesser-used skill-based system? This has been a strong subject of debate on many forums, blogs, and gaming sites for as long as the genre has existed. Ten Ton Hammer's Cody 'Micajah' Bye investigates the two concepts and gathers input from some of the brightest minds in the gaming industry about their thoughts on the two systems of advancement."
Relatedly, I've seen a growing trend of players saying that such games don't really take much skill at all. The standard argument is that it just boils down to "knowing how to move" or "knowing when to hit your buttons." In the MMO community, people often make references to FPS or RTS games, saying they have a higher skill cap. However, the same complaints also come from within those communities, with comments like "you just need to know the map," or "it's all about a good build order." At what point does intimate knowledge of a game's mechanics make a player skilled?
From the article itself:
"To ensure that we're being absolutely crystal clear, this article isn't focused on the discussion concerning the differences between the pure RPG leveling system versus "player skill-based" games. That's a completely different conversation altogether, and - unfortunately - some of our paneled public and developers thought that was where the discussion was leading, and thus some answers from particular teams won't be printable...at least in this article."
The article is talking about skill-based character progression systems in RPGs (e.g., Elder Scrolls), not player skill in the general sense. There's a goddamn paragraph on the first page that clarifies this, but apparently that wasn't enough.
"Sufferin' succotash."
" Except, get this, wait for it...., you don't die at 100%. In fact there's no set limit you die at. The game just decides it's your time to die. Sometimes their damage is at 150% or higher"
The problem is you haven't played smash brothers, smash brothers is in fact a skill based game. The more damage you take the easier it is to ring you out, the idea is to take the least damage as possible because the more damage you take using special moves at higher damage percentages will ring you out instantly for a win.
You just have to learn which moves will ring out and smash people out of the screen at high percentages.
The damage system is actually innovative in that you *do* increase your risk of dying by people who actually attempted to understand the game.
Ironically your complaint that your son didn't try to figure it out himself, when you didn't try to figure out smash brothers system is itself a bit humorous. :)