I was recently reading many discussions about games with perma-death, games that utilized skills in stead of levels, or the way to take away a grind from a game.
And i was wondering. How about creating a game where you can start with a maxed out character from the beginning?
It seems to me, that it becomes more and more a point of frustration for players to get to the end game.So why not challenge yourself as a develloper to create a game with content everybody can acces at any time. You would not have to worry yourself with creating strung out areas where mobs would roam in the same level groups. Everything could just be from "easy" to "challenging" and "solo" to "group".
An example is the pvp only game World War 2 Online. A game i really enjoyed, and allthough you have to earn kills to "level" up (gain in rank), you can acces all content and be succesfull at it from point 1. Now why would'nt this work for a more conventional game?
In many ways it will be harder for a develloper, but it will be easier to create more content without having to stretch it out between levels.
Any thoughts?
Comments
Look at UO. It used to be easy to get a char maxed, and still it is one of the most loved mmo's out there, even though noone plays it anymore. It's been running 9 years and made a fair share of money i'd guess. But still, a real cap was never a issue in the game.
Would'nt it be cool if a develloper just took the challenge to actually create enough content to have fun all the time, in stead of kinda having fun but wanting to get that lvlup before bed.
Learning curve is easy enough with a long tutorial that casually adds ability's and stuff to a character. Something that is optional for skipping but a big quest you could actually do for a week or so, after which your ready to get out into the "big" world.
There are shit loads of games like this,
Planetside, Guild Wars and World War 2 Online to name a few...OK these games have slight level variation but it doesnt make the best of best people absolutly invulnerable...Just gives them more choices in the game.
Then we got Guild Wars. I have the game and actually never made it to cap. Played it for a while, mainly the "start with your lvl 20" feature. However, you only got the worst of skills, and could not compete with anything that completed to cap. Allthough i like the idea, the rest of Guild Wars disapointed me because, well, it's not a MMORPG.
Where's the rest? I mean shit loads must be more then 3, right? I would honestly like to know if there are more games that feature this "model".
Three character classes: Fighter, Mage, or Ranger. Each can learn powerful magic and deadly weapon skills.
sorry, don't think this fits the bill of a level-less / skillless game.
I agree with the OP.
In fact, many free-shard versions of many MMO's let you begin the game at level cap, which results in a lot of fun.
Today's modern MMO makes leveling from 1-60 boring and repetitive, and lvl 60 fun.
Instead you should rather begin at level cap or it should actually be just as fun leveling up as it is being max level.
Basically what that means is, no hidden content that you have to be X level to have.
Like raiding? Then raid at level 1 just like a lvl 60 would. Like really cool epic quests? Begin them at lvl 5 instead of 50.
Have fun now, instead of working to have fun.
Never give up and never surrender!