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The Dilemma of Level vs Skill - How Old Became New Again (Page 4)

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Posted July 2nd, 2009 by Cody Bye

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."
 
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