Advancement systems, at least in the vast majority of MMORPGs, are a
piece of the core element that makes up our favorite past time. The
thrill of announcing "Ding!" to your guildmates hasn't dwindled in the
years since its origination in EQ, and every mainstream MMO to date has
had some form of progression.
Therefore, the selection of a game's advancement system comes with a
great deal of pressure behind it. Development teams need to
pin down exactly how players are going to be progressing in the early
stages of pre-production, and so I thought it would be appropriate to
ask our gathered panelists to give us their reasoning behind why they
selected their particular advancement systems and why it was
appropriate for their title.
Of course, all of the answers rang with a similar sort of tonality that
stated, "This is the game that we're making, and this was the
advancement path that fit that our product." It seems like most of the
designers had a specific idea or setting in mind, and thus their core
systems fell in place around the product.
Fallen Earth's lead game
designer, Lee Hammock, was the first to chime in with this notion.
"On a very basic level one of the goals of
Fallen Earth was providing
players with choices," Hammock said. "We have a huge world that players
can explore, ten crafting skills they can pursue, and six factions to
ally with (and change their allegiance) among other features, so a
classless system seemed the logical extension of that overall design
philosophy. Also the post-apocalyptic genre does not have the
strong archetypes that the European fantasy tradition or the fantasy
RPG ancestors of most MMOs do (wizard, warrior, rogue, etc.). Instead
you’ve got more multi-skilled characters that fit into narrow
roles less easily."
The Bulgaria-based
Earthrise's CEO Atanas Atanasov had a - not
surprisingly - very similar answer. Although
Fallen Earth and
Earthrise
are completely different games, their pseudo-futuristic, reticule-based
combat systems almost appear to lean more heavily towards skill-based,
open option systems.
"The skill-based system's particular strength is in the freedom of
choice and the versatility of the character," Atanasov commented. "In
level-based games, players often feel confined within set archetypes
and their only choice is to accept it or not; they cannot define their
own character around their own actions. While developing
Earthrise, we
have decided to encourage our players to experiment with all available
options and to evolve their character as their play style changes over
time. One of the greatest benefits of skill-based advancement is that
we never run in a situation where the player may not like the direction
their character is moving towards and can always change it. "
On the other hand, NetDevil's
Jumpgate Evolution and
ArenaNet's Guild
Wars are games that focus on level-based gameplay, but both sets of
development teams seemed eager to point out the variety of achievements
players can explore while they're leveling or after they've reached the
level cap.
The folks over at ArenaNet had a very interesting take on the dilemma,
which is what you'd expect from a team that put together one of the
most unique and innovative titles on the MMO era. Here's what Isaiah
Cartwright had to say about their initial development strategy:
"When making games for a large number of players with different play
styles, it’s important to make sure your advancement route
has plenty of reward opportunities for all," Cartwright answered. "In
Guild Wars, we tried to break the mold a little by having the
power curve cap quickly, so high-level PvE and PvP players could focus
on improving their skills over time rather than increasing their
character’s power over time. In addition to high-level PvP
and PvE, we offered many other ways to play the game and feel
rewarded—collections, titles, weapon and armor skins, story
completion, lore. We played around with different styles and different
ways of doing what we did in
Guild Wars, but all of our ideas were very
different from the normal level-based system."
Among all the developers, it seems like allowing for player choice is
an important aspect to their development philosophies, although the
importance of those player decisions seems to be something that varies
from studio to studio. Those that give players the option to choose
their own skills rather than simply setting them on a level-based
appear to have the belief that giving players the options to determine
their own future - for better or worse - is the correct course to take.
However, studios like NetDevil are sticking with the leveling formula
to keep their core advancement system simple. Hermann Peterscheck,
producer for
Jumpgate Evolution, is always vocal about what he thinks
are the correct and incorrect ways to approach game development, and he
weighed in on this topic.

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"We chose [a level-based system] because we thought it best fit with
the kind of game we're making," he explained. "It really is that
simple. I think it's a bit silly when developers think about unique
advancement strategies outside of what makes sense for the game. I
think that we should focus on making a great game and that they systems
and features should support the game, not the other way around. That
being said, it's fun to try new things and see where it leads and I
think that this is a natural impulse in creative people; so as there is
an increase in parity there is pressure for diversification. Level
advancement is easy to understand and well established so it has the
advantage of not requiring much explanation. We started with a level
based system and never had any reason to change it. That being said we
have lots of alternate advancement methods in the game such as
licenses, crafting, faction ratings and so on. What we encountered is
that people need to feel like they are progressing as much as possible.
Level is just a nice easy way to show that."
Finally, we heard from the folks at
EVE Online, specifically Game
Designer Matt “CCP Greyscale” Woodward, who really
took his time with each question and cogitated on all possible aspects
of our questions.
"I’m not in a position to comment on the exact reasoning
behind the original decision, although it’s reasonably public
knowledge that there were a lot of UO players involved in
EVE’s gestation – the skill-driven system we have
today may owe something to that fact!" he answered. "That said,
EVE’s system hardly represents a
“standard” implementation of a skill-driven
progression system, with the biggest departure from the norm being the
real-time skill advancement. That is to say, once you select which
skill you want to advance, it continues to improve at a set rate per
day until it either reaches the next level or you switch to a different
skill.

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"This delivers several advantages over other skill-driven systems,"
Matt continued. "For example, by removing the ability to affect your
progression rate, we also remove the compulsion to constantly work to
maximize that rate, which in turn frees you up to do what you want to
do rather than what will maximize your progression – but
without also losing the sticking power you get from persistent
progression systems. It also lets us bypass some persistent issues of
use-based skill systems, such as the encouragement of repeating
mindless tasks to progress and the macros that inevitably follow. As
with all systems, it has drawbacks too – it’s an
oft-repeated maxim that EVE’s system means newer players can
never compete fairly with veterans, and while this is largely untrue
(due to the relatively small number of skills applicable in any given
situation and the relatively low cap on progression in a given skill)
it’s a perception we have to work against constantly."
So which do the players really prefer? Among our polled gamers, there
didn't seem to be a major consensus, although the major set of thinking
- and I paraphrase - that there just hasn't been any major contenders
in the skill-based advancement category.