The topic arose upon discussing a few of the most anticipated MMOs with a friend of mine. He declared that he was sick of being forced toward the end game. It wasn’t about eventually getting there; he just was perplexed as to why developers endorsed this bum-rush leveling attitude instead of taking the player through the world they’ve created. Could the content be that embarrassing and/or dated to warrant blasting through to get to the real meat of the game… at the end of it? Yeah, that makes sense.
I think World of Warcraft is one of the games I can most related to when discussing acceleration. WoW is a tremendously accessible game that almost anyone can get into. It has enough content to keep hardcore and casual players busy for years, but like every game, it eventually runs out of content if you keep at it. To combat this, Blizzard released expansions to critical acclaim. However, with more places to see that meant a bigger world and a longer trek to reach the new content. Blizzard decided to actually double the experience earned in the “old world” to get players into the new content.
It sounds good, but by doing this it effectively voided out half of the places you would have visited if the experience boost wasn’t incorporated. Many of the neater dungeons and parts of the world would be entirely skipped by players. Not to mention, larger dungeons like Zul’Gurub would no longer serve a purpose. And it begged a question; why bother doing the old end game dungeons when you can go to the newer areas and get better stuff off a boar? Really it was too bad that the more creative side of the older content was being neglected due to not being relevant, but at least Blizzard seems to be addressing this in Cataclysm.
Perhaps the best anecdote I can give on exploration is with a title some older gamers might remember, Asheron’s Call. AC was my first MMO experience and I fondly remember exploring areas I really shouldn’t have been near. For example, in a little town called Eastham I was going about my monster killing business as per the norm, when suddenly some high-level dude manifested and casted a spell which placed a swirling vortex of energy some would call a portal in the middle of town. Having a distinct level of curiosity, I inspected the portal to find the destination listed as “???” Still, keeping my curiosity in check was no easy feat and I entered the portal.
My point through all of this is that exploring a world is important to the overall experience of a game. What comes at the end of a MMO is important, but the earlier portion of the title shouldn’t suffer for it and the same goes for conventional games. What would Gears of War or Halo be without a story mode? Marcus Fenix would just be an extremely thick dude with a chainsaw gun and the Master Chief would be known as captain space robot man. Don’t be shy developers; introduce your world to us players and the game will be all the better for it.
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Captain Space Robot Man. Hahaha. I'm gonna call him that from now on.
ReplyDelete...really? It's the same reason why in all rpgs you get the greatest of abilities skills weapons etc.... 2 minutes right before the game ends. Or in that matter ANY adventure type video game.
ReplyDeleteThey could make more an emphasis on exploration, but lets face it MMO, and gaming in general, has leaned towards the casual crowd. You have to go where the money is, and appealing to a niche crowd will not generate you tons of money.