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Reader Comments (22)

Posted: Mar 28th 2010 12:57PM Sorithal said

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Imo the problem is that in most MMOs that require leveling to the cap, that leveling is like seriously around 70-80% of the game. What do you do when you hit the level cap? You grind and basically turn the game into a second job while you work to get suited up for the actual end game content (which is limited and repetitive, unlike the leveling experience imo).

It'd be more fun to just have more MMOs where you don't have to worry about levels, and where it's more like gear progression between tiered zones and such, to where eventually you'll get high enough in the tier to where you can raid/PvP/or do whatever to get the gear/abilities to move onto the next tier. Then what could happen is that those tiers could be revisited after reaching the highest tier and conquering that, but... everything is now set on a much harder difficulty/scale to where it's like going through the tiers all over again.

>.> Kind of like with the Monster Hunter games (with G rank being the "second playthrough"), where... you work on a tier of quests, and you have to really work on getting the equipment and personal skill to tackle on the monster that you have to defeat to progress to the next tier.
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Posted: Mar 28th 2010 3:50PM (Unverified) said

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If a game is designed with a level-cap, then I attempt to reach that level cap. It becomes the #1 goal for me. After I reach the level cap is when I'll re-evaluate my goals and strive for something else. What that "something else" is depends on the game.

A game with a PvP focus at end-game which has additional benefits from leveling a PvP experience bar usually holds my attention much longer than a PvE focused (Raiding) end-game. When I get a new weapon, I'd like to try it out on something or someone. In PvE, if I received the best weapon in the game from the hardest boss, then what's the point in having the weapon? I've already defeated the hardest boss. Sure, there will be a harder boss eventually, but I like to use my hard-earned tools frequently, so I like pvp.

DaoC had a neat little setup where players could stop off at pvp battlegrounds at certain level tiers and progress their realm point bar. This was useful because the realm points gave some great abilities that helped with the rest of the leveling process. While leveling wasn't on the hardness level of EQ, it did have a death penalty and was much more involved than that of WoW, so a side trip to a battleground to gain some RP abilities which made leveling easier was a nice detour.

I think games need more of things like that.

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