Since
Dungeons and Dragons, the idea of leveling and raising skills has
been synonymous with RPGs of every kind. Although MMORPGs don't follow
the same standard rules as their single player compatriots, the style
of progression hasn't really changed since its inception so many
decades ago.
But the developers of today are the best and the brightest that the
world has to offer, and if anyone can think up a new system, its the
men that I queried to complete this article.
And unlike the previous answers, the responses I received to this
question varied greatly in direction and tone.
EVE Online's Matt
Woodward, for example, seemed genuinely open minded about alternative
methods of progression.
"Even assuming that you need a clear progression mechanic, I think
it’s safe to say that there’s more than two ways to
skin a cat," he said. "Are there more viable approaches? I’d
say yes. Should a team try something different? That’s up for
each team to decide on their own. If we’re self-selecting for
AAA titles here (a thorough discussion of /all/ MMO and MMO-like titles
would reveal a lot more variation than we’re discussing
here), we’re also self-selecting for conservativeness. That
is I suspect the answer to a lot of “why aren’t
MMOs more innovative”-type questions – there are
innovative MMOs, and there are big-budget MMOs, but there are very few
innovative, big-budget MMOs. It took EVE three or four years of solid
growth to get into a position where people would even consider it
worthy of discussion as a mainstream game, and under the hood
we’re still reasonably conservative."
From the other end of the world, the Seattle-based
Guild Wars developer
answered the question succinctly, but with a clear emphasis on
execution. "There are all sorts of different systems that can be used
for achievement in games—skill usage, collection, power over
time played, power over real-world time, skill over time, and a handful
of others," Cartwright stated. "I don’t expect innovation in
every aspect of every game I play, but if you’re going to do
something new, make sure you do it well."
Peterscheck, on the other hand, was much more hesitant to simply accept
that other advancement systems are even necessary when creating these
sort of games. And it's a pertinent question; why change a system that
isn't really broken at all. You need numbers and a way to represent a
player's advancement, so why muddle with the tried-and-true formula?
"There's probably all kinds of methods that could be tried, bt the
question is to what end?" Hermann discussed. "Levels are nice because
everyone understands what level 10 vs. level 20 means - that is that
level 20 is higher than level 10. It's also a nice way to be able to
present progression. In any kind of game where you have to compare
ability and power you need some kind of relative measurement - that's
all that "level" really is. I think people make a big deal about it,
but it really is that simple.
Ultima Online had a skill based
advancement system that went from 0% to 100% and that worked as well.
At the end of the day if your game has some kind of progression you
need to have some kind of number that goes up as you advance or get
better. So yeah, we can spruce it up all we want, but at the end of the
day, that's all it is. The other reason for just using level is that I
think innovating just for the sake of being different is silly. If
people understand something and it does what it's supposed to do, why
change it? You don't see every band and symphony inventing all their
own instruments and notation just to be different, so why should game
developers do it?"
The Earthrise CEO had a similarly cautious response, although his mind
also seems open for other ways of advancement. Perhaps some that aren't
so divergent from the norm to appear confusing? Or maybe just systems
that utilize technologies that aren't necessarily a part of MMO
structures at this point?
"While those aforementioned advancement systems are most familiar to
the players and proven to work very well in many titles, there's still
a ground for experimenting and implementing new, exciting ways of
character development. For example, offline character development takes
into account even the time that a player is not logged in the game, but
could interact with the game in new ways using various emerging
technologies - web or mobile access. "
Finally we return to Fallen Earth's Hammock who, like Woodward,
believes that there are innumerable possibilities for games to break
out of the D&D mold. Here's what he had to say:
Tons. Tons and tons. I would love to see a game
that used a social mechanic where you have so many XP each day and you
can give them to whoever you want (excepting other characters on the
same account or whatever other limitations are wanted) so players are
rewarded for being helpful or generous and encourages social
interaction (which is sort of the point of MMOs). Or a
strictly usage-based system (which some games have used) where skills
go up when they are used. Or maybe a social system where the
entire game levels up together to face game-wide threats.
There are so many possible systems out there, but people tend towards
what is familiar and so for now I think we’re stuck with the
“need XP to level/get more skill and I get XP through
missions/killing/whatever model.” I would love to
see someone really break outside that. There are plenty of
game designers who could make an awesome game without a level/skill XP
grind, but finding the financial backing for such in today’s
market…not so much. Sadly the size and cost of
MMOs makes “garage game” MMOs extremely difficult,
so seeing such an MMO from the indie game scene is unlikely at best,
but hope springs eternal.
Strangely enough, it appears that gamers also have a divergent level of
thinking when it comes to breaking out of a level/skill mold.
Progression is always a mainstay in MMOs, and finding a functional
system without progression is incredibly hard to do. Gating off access
to particular areas of the world, without a mechanical number to help
players, can be disastrous as gamers run into monsters that are much
too high for their level.
Still, the day will eventually come where a developer creates a new
"norm" and every subsequent MMO will follow their lead.
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