In many traditional console games, the game's storyline and main challenges climax long before the player hits the level cap. Not so in MMOs -- the level cap is, according to many players, the point at which the actual game begins. Whether you're racing up the 20 levels in Guild Wars
or the 90 current levels in Final Fantasy XI
, it's only after you've finished that rush that you can start focusing in on the true business of the game, usually featuring large groups running roughshod over challenging content.
But while the endgame is loved by many, it is far from a universally adored element of the genre, as evidenced by the fact that City of Heroes
has done quite well for itself for years even though it's lacked a structured endgame until recently. Even if you don't think the game stops until the level cap, what is it that you don't like about the endgame? Is it the disconnect between the later challenges and the meat of leveling? An increased reliance on group content over solo adventures? The nature of minor incremental rewards instead of the larger boosts of new levels? Or something else entirely?
Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!