It has taken a number of years, but MMOs based on skill advancement are
once again forming in the core of developers' minds. Games like
Fallen
Earth,
Earthrise,
Mortal Online, and
Darkfall are featured regularly in
high caliber articles from every major gaming press outlet.
But why the sudden change in thinking? Why didn't the developers just
stick with the systems that they knew were relatively popular among
gaming fans? The leveling system obviously has limitations, but don't
the perks of a simple, well-known progression feature outweigh those
issues? We asked the developers to find out what they thought.
Atanas Atanasov had a fairly realistic point-of-view. Rather than
claiming that
Earthrise was going to be the end-all-be-all of MMOs,
Atanas presented his honest argument, which seems to be fairly sound
from this game journalist's opinion.
"For a long time MMORPG design has been dominated by the success of
traditional titles, most of them set in the fantasy genre,"
Atanasov said. "As MMORPGs mature and expand into new genres and
universes, it will become evident that designers are more and more
willing to take risks and implement new mechanics and ideas that have
long been ignored. Although we don't expect a skill-based game to
become a flagship title for the MMORPG genre any time soon, we think
that this type of game has a healthy and growing audience that has
specific needs to be catered to."
The CCP developer also echoed Antanasov's. Woodward again provided an
insightful view into the reasons behind an expanding skill-based game
market.
"[It's] possibly a backlash against the gating limitations in
particular of a level-based system – stopping people playing
with their friends is something of a downer – possibly simply
an attempt to differentiate themselves from the market leader," he
said. "EVE recently had its sixth birthday, so this isn’t a
question we’ve had to wrestle with in quite some time
– you’d have to go back a few years to see what the
state of play was when the fundamental decisions behind near-future
titles were made to get a handle on this question (or be a developer on
one of those titles, of course). I suspect that the further you get
from levels and classes, the harder time you’re going to have
explaining your progression system to players, which makes it more
difficult to achieve the same broad penetration, but I’m not
sure that an inspired skill-driven system couldn’t do just as
well as a level-based one."
Perhaps the most thorough answer of all came from Hammock, who
definitely has a vested interest in seeing skill-based games succeed.
With
Fallen Earth, the player levels up and then spreads points among a
variety of skills. Here was his response, in full:
There’s always a progression in games from less complex to
more complex systems. As players master one system in a game
they look for another to master until they have mastered everything, at
which point they stop learning and the fun goes down (not all the way,
mind you, as many people play games they’ve mastered the
skills of, but the feeling of achievement is not as
prevalent). Eventually players master one game and move on
look for something else, often moving in to a more complex game similar
to the one they just played since it will contain more new systems to
master yet still be familiar. Thus you have players starting
out on games like World of Warcraft which, at its basic levels, has a
limited number of systems to master. After they master the
many systems it contains, those still looking for more to learn move on
to more complex games, such as Eve Online where the learning process
begins again.
I think there are a lot of players coming out of games like WoW looking
for a bit more depth and control in game systems in terms of character
advancement, and thus start looking at skill based systems.
Also game companies have realized there is no such thing as a
WoW-Killer, so they’re trying to target the gamers who
aren’t getting what they want out of WoW, such as the
aforementioned character advancement complexity. Sure, that
market may not be as large as the market WoW dominates, but it
doesn’t involve as much direct competition with the 800-pound
gorilla.
I don’t think skill-based games will ever be as popular as
level-based since level-based games provide such a basic and visceral
advancement measure. You have one number, and if it goes up
you’re winning. It’s hard to argue that
sort of reward for playing and it’s something folks new to
games can get their head around. I think skill-based games
will always be the refuge of the veteran gamers looking for more
complexity, but in the ever-growing MMO market such players are the
minority.
But do the players really believe that skill-based games can succeed?
Centrik thought that being successful as a niche game was a
possibility, but he didn't seem to think that the games would ever
achieve popularity over that:
"There is a very vocal group of players that are advocating skill-bases
games," he said. "While they have the potential to become successful
niche games, I don't think in-depth skill based games, which are
usually more complicated than level-based games, can really be as
popular as level-based games."
That said, our own staff writer Reuben "Sardu" Waters believed that
there's certainly a possibility that a skill-based game could
eventually enter the ranks of MMO popularity again.
"My own take on this type of shift comes down to a larger percentage of
players wanting a more dynamic form of advancement than we've seen
previously," he said. "AA points and talent trees have really just been
dazzle camouflage to help give players the illusion that they control
at least a portion of their advancement, when the reality of the matter
is that level based games are applying a very single-player mindset to
a multi-player environment. In other words, freedom comes in the
environments you opt to spend your time in, rather than through
advancement systems."