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The evolution of leveling has turned a core MMORPG experience into a routine chore. Emilien talks about how the leveling experience and turned from the journey into just a speedbump on your way to endgame in his latest.
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I had someone offering the developers advice over at Fractured Online, got into a bit of a tangle with her on Discord. The player wanted a guaranteed track of success for some rare drops to speed up the process and make it more predictable.
I explained the reason for the rarity, how the system allows for workarounds, and she became exasperated and said, "My goal is to defeat a game as quickly as possible and move onto the next game."
Unfortunately, too many developers listen to these tourists when building their games. I understand the appeal, the player buys the box, plays for two weeks, and is gone thereby incurring no further server hosting costs. It is a win for the developer if they don't mind folding in 12 months.
Don't listen to those players - ban them.
Find your long-term community and listen to them.
The people who bought your game because they want to exist in your world for years to come.
- The players from the late 90s/early 2000s are old now and no longer have the time to group up for 8 hours to see the XP bar move by 1cm
- there are more games to play, barely anyone is willing to invest huge amounts of time into a single game any more
- younger gamers have an instant gratification mindset and hate long-term progression (hence the rise of MOBAs, battle royales, seasonal throwaway progression and survival games and the demise of MMORPGs)
- the magic of playing a game online with strangers is gone. Everyone is online 16 hours a day now.
- many experienced gamers have seen it all and done it all and can no longer be arsed to do a long progression path for the 100th time
- same vein: our dopamine levels are fucked up, not just by gaming but by the absolute overabundance of constant stimuli of social media, podcasts, porn and whatever all constantly available on our phones (that only used to be able to send sms and play snake)
- the availability of guides to minmax everything (as opposed to using printed guides in monthly gaming magazines back then) has increased exponentially
And I could probably go on for 10 more minutes.
Well, no matter how good a subsequent MMO is, it will never be your first. Instead of being in awe of this new, exciting world you go immediately into comparison mode to see what is or isn't better than your first. There is no magic. You're immediately a critic. It's the same reason it's so hard for sequels to do better than the original when it comes to movies/books/coca cola products.
I think people disregard this effect and just assume the first game had some special 'magic' and they come up with all sorts of reasons why no other game can every hold a candle to it when the fact of the mater is, it was your first.
I’ll add that she doesn’t really want to defeat the game as is but wants the game to be designed so her time with it is as brief as possible.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Leveling violates that. In pretty much every MMO I've played there's only a very narrow band (typ. 1 above or below, sometimes 2) where everybody can make meaningful progression. Unless you have friends that agree to level together you're stuck with randoms for anything that requires a group [directs the StinkEye™ at FF14]
I can be very focused when leveling and having to coordinate with others or slow my pace down can chafe pretty badly. And there's that one guy that's all over the map because they can't focus :bleh:
MMO leveling is a blip to get to the content that I want to play. Sometimes the stories are entertaining (FF14, SW:TOR) but more often than not, just not worth the bother. If what I wanted was a journey I'd much rather read a book, watch a movie or play a SP game.
The Stranger: It's what people know about themselves inside that makes 'em afraid.
Just to have this text a second time. I am one of these players of the la90s/early 2000s and the OP of this is right. During those times we met to do 5% xp/h and had fun with it, we stood up at 3am to join a raid in DAoC and bought game magazines to get a bunch of tips for the game we liked. Those days are gone. Why? Look at the quote.
Dear devs, don't listen to minorities, listen to your target audience!
I don't think that players who want to access endgame content quickly are the minority, quite the opposite in my opinion (which is why developers have evolved their games this way).
The fact that we have ‘soulless’ levelling is, in my opinion, purely historical (to suit the majority, the developers have simplified it at the expense of the purpose).
Even so, it's still a solution that doesn't really satisfy anyone. Personally, I'd argue for a complete overhaul, with a smoother flow and no abrupt transition between leveling and endgame. Albion Online is a good example of this.
I'd add that some games (admittedly they're a bit on the fringe) still offer longer and more satisfying leveling. Someone mentioned FF XIV and SWTOR, and I think TESO is very nice too. There's a lot to explore on your own, especially the lore.
Journey is best done alone or with people with like goals.
My first MMO that solved that was CoH with their "buddy" system. But I must admit I cannot remember how much XP different supers got when all levelled down/up to the same level. Perhaps someone knows if it was "meaningful progression" for all in the group.
Another thing, if the leveling experience is supposed to be there to prepare the player for the actual game, then it needs to be shorter than 40+ hours. Players aren't stupid, we can intuit things just fine provided the developers have done a good job designing their core systems. If they haven't, no amount of levels is going to fix that.
But what do you do at endgame in, say, FF14? Grind dungeons forever to get stronger gear? Is that not just another "leveling" journey? What makes that so much different from leveling proper? You mentioned the "narrow band" of possible groupmates, but that's really the same for endgame, too, right? Your friends aren't necessarily online at all the same times as you. Their gear might be too good or too bad for the content that your currently doing. It's the same restriction.
I don't think "leveling" per se has disappeared from MMOs, but it's now hidden in the endgame so that people can get the impression of instant gratification, by finishing leveling proper quickly, without the game instantly dying afterward since there needs to be something to keep people logging in long term for an MMO to work.
Personally, I find this annoying. In most cases, it turns MMOs into lobby games since it's easier to quickly add instanced content than to build the living breathing world that is generally the domain of traditional leveling, but that living breathing world is the part that I like the most (as someone who's been playing since the days of MUDs).
www.joshmcneill.com
It took me a year in DAOC to get my first level 50. In Ryzom, the max lvl is 250 with dozens of skills, no way to finish it. I still run pickup groups in CoH. My character is veteran lvl 192, meaning it is lvl 50 plus 192 more levels. I really enjoy helping lower level players and sometimes play a lower level dungeon at their level just for fun. I get no XP for it but that isn't the goal.
I still create lots of alts just to see how the game plays with a different set of skills. The journey is the game. Scenery is important, I read the texts, take time to explore.
MMORPG's were fun until WoW opened up the market to include the "Mortal Kombat Kiddies" (tm) who just want to rush through everything as fast as possible and trash talk the whole time.
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2024: 47 years on the Net.
This is a perfect example of MMORPG games targeting the wrong player base.
In the early days of UO, there were countless articles on how to max out your skills faster. The entire "camping" mentality in EQ arose because it was the most efficient way to level up. No one ever cared about "doing a dungeon" the traditional way. They only wanted XP and loot, the faster the better.
The only way to bring back the "journey" is to do away with vertical progression. Levels do not need to be a part of the journey. Just make quest rewards actually meaningful, and people will do quests. It's not rocket science.
Things players want and are willing to quest for: good-looking costume items, skills (implemented in a horizontal progression framework), titles, items for personal housing, mounts, etc.
Players will never care more about the journey than the reward, but at least developers could stop forcing everyone to pretend that the leveling-up journey is somehow sacred.