Wednesday, May 21, 2008

Max Level Crisis - when will endgames matter?

Reaching max level in any mmo has always been a badge of honor. Many of the old school mmo's made it very difficult to do this. But as game designers cater to the more main stream casual player. The difficulty in reaching max level has decreased.

This has had the effect of diminishing the value of reaching max level for many gamers. Not only did you have to reach the max, but you always needed the best equipment and the best gear. It is a constant competition to be number one.

But some players like myself look for more meaning in the endgame activities besides upgrading my own character. Upgrades have their place, but I prefer the feeling of impacting the world or contributing to a greater cause.

What I would like to see is more player driven content for endgame. However, I would like to see the content shaped in context with the game world. Instead of acquiring player owned cities or keeps through gathering resources. I would like to see players garner favor with the king or lord of that region. This favor would then be used as currency to purchase lands.

These king or lord of the region would deed the land to the guild for them to shape as they see fit. It would start as a small village with npc's, shops, perhaps a small militia. The village would grow based on the resources gathered from the guild, as well as quests given by the local lord of the area.

Guild resource gather should be seemless and tie into the proffessions of the guild members. Those who chose to collect resources of their own could do so as well. As the city grows, trade routes are established, alliances are formed and enemies made.

As the village grows and generates money for the kingdom, the village will level up 2 different stages. Similar to guild cities in age of conan. Eventually increasing the might and land of your kingdom. The kingdom would start at the outskirts of the lords land, so keeping it safe from predators, npc's and enemy guilds would be a challenge.

The city growth has to be somewhat seemless and not too much of a grind. Having played shadowbane for some time, one of the main game killing gameplay elements was that a large city took so much to acquire and maintain. Once it was destroyed, usually the guild responsible would quit.

City financial decisions will be made by all max level guild members. I would apply a weight to certain guild officiers. Similar to shareholders, the guild leader may have 10 shares to use for their vote, while a new max level char would only have 1. That way all players are involved, and the most dedicated players are rewarded with more influence on political or financial city issues.

Hopefully having the player cities tied to a local king or lord will alleviate some of the pain of having your village or city burned to the ground. Multiple guilds can offer their allegiance to the same king and compete for favor. As well as opposing factions.

Once max level is reached in an mmorpg, apart from gaining gear and money. The only way to keep the game from ending is to transform it into more of an mmoRTS. The gameplay focus has to go from being player-centric to world-centric

Politics, betrayel, war, famine, disease, peace, prosperity all these aspects of rts gameplay should somehow be implemented. I havent quite figured out a way to do that, but if someone ever does, it will be a great step forward in the mmo space.

who knows, maybe after I think about it for a while I can ramble on about mmorts gameplay elements.

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