Rift: Going Off the Rails Is the Race to End-Game Killing the MMOG?
Perusing the official Rift
over the past few months has revealed some disturbing insights into the
minds of most gamers. Gone are the days of wide-eyed wonder where
communities were forged by a shared struggle to overcome unforgiving
environs. They have been replaced instead by e-peen fueled races to the
top just to secure the meaningless bragging rights of doing something
Rift didnÂt create this monster, and even though they do more than most contemporary games to promote group-based gameplay they should still shoulder some of the blame for perpetuating it. Just how has Rift contributed to this achievement junky culture? They have done so by diminishing the experience of leveling a character and then over compensating players for their achievements once at the level cap.
The cries of the playerbase should fall on deaf ears as they proclaim their boredom after chewing through content like a fat kid at an all you can eat buffet. Even the recently introduced Instant Adventure scenarios that launch players into a frenzy of load and go gaming have been criticized by these voracious omnivores as being either too easy or too light in the experience department. How can a developer win when the players deride them for making content too easy but wonÂt play their game if they canÂt reach the level cap in under week?
SWTOR has tried using fully voiced story and sweeping cut-scenes to help meter the pace, but with players hitting the level cap in a matter of days, that seems to have failed. Seriously people, there were numerous max-level toons before the official release! Rift has tried to satiate the masses by creating and launching new content every 6 weeks. The latter hasnÂt worked out very well and the former needs more time to tell if it will be successful at keeping a long term hold on its playerbase.
Will anyone unlock the magical formula to keep players coming back for a long term experience, or are we doomed to wander the lands like Bedouins? Can the current crop of players learn to enjoy the experience of a steep leveling and learning would be a much better question, and if they canÂt should the leveling process be scrapped altogether? As many players fall into the cycle of logging in solely to raid, ideas like the StarCraft II mod, Starcraft Universe, gain traction. Hybrids that skip the whole leveling experience and give players Âmax levelÂ toons to PvP and raid with, a sort of bastardized version of an MMOG that feels more like LoL.
Another idea, and one I would be more interested in, is having each accounts first character be the only one to have to struggle through the leveling process and then awarding high level or max level alts as a reward. The argument there would be that you would have tons of players that ÂdonÂt know their classÂ trying to invade the end game, but letÂs face it folks Â people who have soloed to level cap in two weeks probably donÂt know a whole lot either.
Until we can find it within ourselves to enjoy the journey we will be doomed to suffering through clones of current games or continue to dust-bin the rest, and developers will continue to pay the price as their games fall by the wayside while the borg-like masses demolish each new world in their path.