I claimed that this blog will used to cover all manner of
topics, but here's another one about MMOs anyway.
So I
mentioned in my previous post that for years now, different upcoming games have
been touted as "the next big thing," and by that, of course, I mean
that game that will supplant wow as the go to MMO. It's a given that eventually something will come along and unseat WoW...
eventually. During a bout of insomnia
the other night, I embarked upon a brainstorming session, reflecting upon what
exactly this hypothetical wow-killer will actually do that other would-be
challengers haven't. I came up with the
following list of thing that I think a next gen, big name MMO will have to
successfully pull off. So first on my list of things that I feel the next great MMO will have to address is...
The Grind
Prior to wow, my leveling up experience in MMOs generally went something like this: Either you put up your LFG tag, and find something else to do (I would generally read a book), while periodically checking your chat log to see if anyone had messaged you (on multiple occasions I've had this step take several hours). Alternatively, you could attempt to form a group yourself. Once you've either been invited, or hunted down a healer, tank and the various types of damage dealers necessary for a full group, you would then collectively decide on where you were going to go set up your experience farming camp, usually in the form of an argument between your groupmates. After the location was finally decided on, you began the business of actually getting to your chosen location. If your group makeup didn't consist of anyone with fast traveling abilities, this part could take a substantial amount of time in the form of traversing dangerous terrain and/or dungeons (you could usually expect at least one person to get themselves killed or lost during this part). Once you finally arrived at your chosen camp, you then had to hope that it wasn't already occupied, by other players, since dungeons generally were not instanced. If everything lined up properly, you could look forward to hours of excitement, parking your character in the same spot while your group repeatedly killed the same groups of creatures as they respawned. Though, most of the time, after three pulls someone would remember that they had somewhere else to be, at which point you began the process anew.
One of
Vanilla WoW's biggest accomplishments was putting an end to that kind of
silliness. WoW still had a level up
grind, but the developers at Blizzard took steps to obscure it. They did this in two ways: Through solo play, and the questing system. WoW had the audacity to allow players to
attain max level completely solo, which for me was unheard of at the time. Removing the need for players to subject
themselves to the hours of needless back and forth that had previously been the
MMO grouping experience freed them to actually engage in leveling their characters
(of course, if you wanted to run a dungeon in early WoW, the experience still
very closely resembled what I explained in the previous paragraph). The second aspect hiding the leveling grind
was WoW's then revolutionary questing system.
Questing gave the player all manner of short-term goals to concentrate
on (kill 10 Quillboars, collect 5 rocks), as opposed to solely focusing on how
far away they were from their next level, which could be fairly demoralizing when you realized that you were 5 or more hours away from your next level.
WoW's
solo/questing system was great for its time.
However, WoW was released over eight years ago. After that much time
some of the deficiencies in the system have become a bit pronounced. Anyone who's leveled multiple alts knows just
how grindy the leveling process can actually get. Blizzard has taken some steps towards introducing
parallel leveling methods: leveling through random instances and leveling
through pvp - I think that those are steps in the right direction, but that
it's definitely time to try something new.
Thankfully video games in general are a very iterative medium, and
several other games in the genre offer some insight into ways that the MMO
leveling experience could be improved upon:
The Old Republic, The Secret World, and Dungeons and Dragons Online.
The Eternity Vault - I wanted this raid to be good. It was not. |
Exploring Solomon Island in The Secret World. |
One of DDO's Sewer Levels - There Are many. Turbine broke this link when they changed the URL on their main site. |
While I'm bitching about TOR again, one final
thing of note: Games really need to
offer multiple paths for the player to advance through the game. I understand that this takes more development
time, but in the long run it's worth it.
One of The Old Republic's other sins (there are many), was that every
character's story took them through the same series of planets. Every.
Single. Time.
So
yes. It's time that the grind went
away. It's an outdated and unnecessary
relic from the genre's infancy. I guess
a potential hurdle is that it's probably much easier for developers to cram a
game full of WoW-style level grind than it would be to offer varied, compelling
things for the character to do, but someone's got to try this out, eventually.
Considering
I'm still on my first talking point, this post is turning out to be far longer
than I was expecting. So I think I'll
chop it up into several, assuming of course that the one person who follows
this blog actually wants to hear more of my ramblings on what I think would
make an excellent MMO.
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