| Chambers167 |
I was wondering just how far in development this game is in terms of the basic fundamentals of gameplay. I understand that in terms of PR you wish to release the information in a slow fashion to build hype (although with your scaled back staggered launch it hardly seems prudent?) but i would like to ask about the leveling system in place.
I think that a typical leveling system such as those contained within SW:tor, WoW, GW (the list goes on and on....) is such a severe hamstring to developers and players a like in a much more obvious and restrictive fashion than the financing and development cycle you talk about in your blog.
It has a few typical advantages such as a more streamlined and direct leveling service and gameplay experience, a "cut and paste" leveling format that is applying throughout various expansions and new content releases thus increasing the speed these can be deployed (because the developers are familiar with the format). The main advantage of this system is that its easy to understand, bigger numbers mean more power, it is able to direct a player with ease and say in less than a second "this quest is too advanced for you", "stay away from this player he will kill you quickly".
Buts drawbacks are also numerous and imho they FAR outweigh the positive points. The first drawback from a developer stand point is that content becomes obsolete. When a dungeon is completed at level 9 and you become level ten that dungeon no longer holds interest for you, you instinctivley know that the items contained within will likely be a downgrade and to complete content in general below your "level" is not worth the time you put into it. Recently we have seen attempts by Blizzard to "re-do" several areas, instances, quests and even raids(!) so that a larger part of the player base experiences these things. Recognizing these failings why would any developer restrict there content in such a way in the future? Why would you consign months an in some cases YEARS of work to just be written off and ignored by a large part of the population and an INCREASING part of the population if the game is succesfull and grows?
The second drawback is that a finite leveling system forces people into "endgame", a series of repeatable instances/raids/quests/areas which must be added to every several months in order for the game to justify the subscription charge. It forces a cycle of development that almost CANNOT under any circumstances be diverged from (look at reaction to WoW's cataclysim expansion; revamping the "old world" heavily frowned upon because of less endgame content). In fact in most mmos that follow this formula the game before the endgame may as well not exsist, for all intents and purposes lvl 1-9 could be super mario brothers and then the real game starts when you hit level 10. The creative freedom of the developers is restricted towards how inventive new boss fights are and even then diversity is normally frowned upon.
The third drawback is the speed at which players digest said content. As time goes on and fan sites develop and players become increasingly more familiar with the game and its mechanics the rate of consumption will increase. A boss fight such as shannox in WoW considered to be "faceroll" even on heroic mode would likley have been dubbed unkillable in vanilla wow had he taken the place of lucifron (the original first raid boss). The developers are restricted more and more to create challenging fights within a severly restricted framework and severe deviation from said framework (which is no insult or slight towards the so called "holy trinnity") becomes impossible because you would essentially be changing the genre of the entire game. In a year or even three years down the line what will be the cost attached to developing a new raid tier that is bigger and better than the last tier yet will be consumed at a faster rate? When taking into consideration my first point (that content becomes obsolete)you are now looking at a considerable figure (likely the entire budget of the game each quater) of money that each 3 months is dwarfed by its sucessor while at the same time making said predecessor totally obsolete.
If a level system was eschewed content would stay relevant, as long as rewards were offered in some form. The cost of content would not increase on such a exponential rate because "out doing" older content would not be an issue. activities alternative to typical "raiding" (which is all MMO's are these days), such as exploring, crafting, political games, would offer true "alternative" styles of play as opposed to minor or simply inferior styles.
As opposed to leveling up you could allow for a stat system rooted in a base, say 10 str, 10 mag and 10 con. Each time you achived an objective, complete a full quest line, explore a hard to reach location ect a new stat point is granted up to a certain number, say 10 more stat points. When the player has achieved a total of his/her 30 base plus an extra ten specialisation can occur whereby he can reduce his mag by one to increase his str by one. Not only would this keep leveling at bay it would also allow newer players to catch up in a relativley short time, somthing that is impossible in game like darkfall or eve.
But anyway i wanted to talk more the theory of systems than recomend my own systems which im sure are also flawed to hell and back! What do you guys and gals think of the problems i have mentioned with typical leveling systems?