Friday, May 23, 2008

The Mythical End-Game of MMOs

When EQ first came out there was no formal concept of a Raid. It was all about just enjoying playing the game and getting more powerful to see more wonderful things in the world. Getting to level 50 was a real long term goal.

And it was almost a year before the first great dragon of Norath was finally defeated.

Then it happened. Enough people got to level 50 that the crys for "what's next" were heard. In response the first few real Multi-Group areas (aka Raids) came to light. No instead of needing 6 players, you now need 24 max level players to take on these zones. So these zones were designed to be "impossible" but give enough gamers enough time they will break anything you put in the game. And thus the "End-Game" was born.

Suddenly, the game became a race to level 50 so that your character could participate in these raids. The leisurely journey though Norath was gone. And almost every MMO since then has been built on the idea that leveling was just something to do to get to the "real" game itself.

Now lets go back and forward at the same time. Ultima Online and Asheron's Call never succumbed to the Curse of the End-Game. Ultima Online did not have a formal end game. The power difference between a noob and a fully spec'ed out character was not too great. After maybe a few hours to get your skills up to a basic level, you were only limited by your own fear.

AC Just had more levels. And even then after a certain point the levels had less and less meaning. But you did not have to be max level in order to go anywhere. Two characters of different level could still work together and be productive.

So get rid of the race to max level by getting rid of the concept of the "End-Game." Players should be able to participate at any level. For example, in the pre-CU Star Wars Galaxies, you could start taking a part in the Galactic Civil War after getting a few skills for your character. You did not have to be a Master to be a threat on the battlefield.

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