Thursday, June 19, 2008

Do Mmo's really need levels?

The less time I have to play Mmo's, the more I realize that leveling system's are often a hinderance to gamers who dont have alot of time.

Some may argue that mmo's already cater to the casual gamer too much. That the hardcore playstyle has to be rewarded, and that levels are one representation of the amount time put into a game. If there are no levels, then what do you grind for. What new shiny reward to you get when you accomplish something in the game.

The inherent problem with levels, is that in most games you have to play with someone at or near your level. Unless the game has some type of apprentice system. Even so, most apprentice systems arent as appealing to the character with the higher level.

Thousands of players online, but i can only select from the small percentage of folks who happen to be at my level and online at the same time as me. Think how much fun the game would be if you could team up with anyone, anytime and the group be enjoyable for both parties.

Who hasnt found themselves in this situation plenty of times. You meet someone from a good group outing, add them to your friends list, get busy with work, life, etc... log back on and they are 20 levels higher than you!!! Or Vice Versa! Doesnt really seem like a great way to build community, does it?

While many mmo games like to have a thriving community, I feel that levels actually prohibit community development, since you can only group with people at your same skill level. It's extremely rare to meet someone who stays at your level, unless you decide to only use that character when both people are on, and if im paying a monthly fee, im definatley not waiting to play!

Levels are an outdated system used to show advancment. Levels also obsolete alot of the game world as the game matures. There are many ways to show character advancement, repution systems, ala wow, trophy systems, ala warhammer online, badge system, ala cox.

I always thought that levels were purely psychological mumbo jumbo to keep the player base appeased. Sure players feel more powerful when you go to an area as a level 22 and smash level 10 mobs. But, an alternative way to simulate this would be to have players skill against mobs increase over time.

Not with any type of trackable level or skill advancement. For example, if player x kill troll's everyday for a week, in the beginning they will be harder to kill, but by the end of the week player x will be mowing them down. Simply put, the more u do something the better you get at it. Similarly as my adventures take me to other lands, my skill against trolls would diminish, however it would take less time to become proficient at dispatching them if I chose to take them on again.

Grouping when exploring new area's in encouraged, as players will have less experience fighting the mobs. As the groups skill increases fighting certain types of monsters, they can aid other groups/guildmates new to the area.

Of course, their are some real roadblocks when designing a game with no levels. How do you handle itemization, Gear, and skill advancement....

But that, is another tale....

2 comments:

Anonymous said...

Hmm, have you heard about Darkfall? It's supposed to be a MMORPG without levels - only skills, which improve as you use them.

northsun said...

Yes, Ive heard of it. I havent checked out the site lately. I will need to go refresh my memory and see their take on the genre. I still think levels limit the games, and that a new more modern approach needs to be taken. I kind of feel the same way about skills as well, I think the skill system needs some type of change where it wont limit players from grouping with people who have 'x' skill maxed.