MMOG Creators On The Levelling Treadmill 74
Thanks to RPGVault for their article discussing the problems of repetitive gameplay in MMORPGs. The article defines the issue as "...the so-called "levelling treadmill" that involves repetitive play, often combat against NPCs that present little real challenge, in order to advance [the player's] characters" Representatives from NCSoft, Microsoft, and Auran offer their opinions, which range from "...levelling in and of itself is not evil" to "...levelling has to become dull or the level-up reward would lack value."
"Levelling must become dull" (Score:5, Interesting)
I don't understand why levelling must be a dull process for the reward to mean anything. The main problem with the majority of MMO*s is that combat is the main focus of levelling. The game then devolves into a "who can get to the spawn point fastest" competition.
Star Wars Galaxies has gone some way to remedy this with experience granted for other skill use but in doing this they've neglected the section of their playerbase who want to fight hordes of creatures.
What's needed is a balance between the two - have the tunnels of orcs or caves of tuskan raiders for players who want to go all out hack'n'slash to haunt but also have experience/level points awarded for other actions. Neverwinter Nights is one that balances these very nicely but then it's just a translation of the D&D rule set.
Re:"Levelling must become dull" (Score:1)
Or camp with the most high levels that protect other players or just make it really difficult to 'steal' the kill.
I reached the point with Anarchy where everyone was going uber and calculating their point score increases to wedge in that one implant, or they were twinking their level 2 characters with millions of credits to ensur
Re:"Levelling must become dull" (Score:2)
Try Arctic [arctic.org]. It's a MUD. I haven't played it in a while but the economy there was the best I've seen, both for equipment and for xp (and even large quantities of currency were hard to get, so that the coins were actually worth something rather than just being 'gamble money' like in games like Diablo 2). Good equipment there was really rare, because 1) it popped very rarely, and 2) the total number active in the game was capped. So you defini
Re:"Levelling must become dull" (Score:3, Interesting)
I think the guy who said that has it exactly backwards. Levelling in my pen-and-paper D&D game certainly isn't dull, and even then the main focus is often (though not always) combat. Then again, we generally are fighting opponents that are actually appropriate to our power level.
Star Wars Galaxies has gone some way to remedy this with experience granted for other skill use but in doing this they've neglected the
Re:"Levelling must become dull" (Score:2)
A party's typically supposed to be able to handle four encounters at their level before resting or heading back to town. A party's supposed to level after 12 or so such encounters.
So depending on your players and your DM, the typical party will level once every month to three months. This is more than consistent with the stance that leveling has to be rare to be enjoyable.
On the other hand, because that wait is broken up into 3 or 4 hour sessions weekly
Re:"Levelling must become dull" (Score:2)
I think a big part of the problem in the situation you're describing (D&D in realtime) is that gaining a level in D&D means so much. Contrast that with Morrowind, where leveling really doesn't mean that much (you get to increase your stats a bit). The real character advancement is in your skills, which is fairly smooth and yet still enjoyable.
You could also look at "level
Re:"Levelling must become dull" (Score:2)
They haven't gotten it right for the non-combat professions either. In fact, the leveling treadmill is far worse for the advanced artisan professions (Architect, Chef, Droid Engineer, Tailor, etc) than for the combat professions. Basically to level in these professions, your game play consists of sitting
game based on FUDGE? (Score:2, Interesting)
If there is no levelling (Score:1)
Leastways I liked monsters or other players that matched my level approximately rather than being completely obliterated every time I played before I even knew what happened.
RTFM (Score:1)
I hate reading games manuals. That's one of the reasons I always liked space invaders until my computer started running the program faster than it would accept keyboard input. Dead dead dead wha? Game over.
Yeah, I am more familiar with a live DM who matches his monsters to his players, afterall he doesn't want the game to end too quickly either.
I sometimes play network quake and the like, an
P.S. (Score:1)
Re:If there is no levelling (Score:3, Insightful)
And these systems are simply more realistic. Hitpoints that increase so drastically as in AD&D are a fun but stupid concept - no matter how great you are, if someone slashes at you
Re:If there is no levelling (Score:3, Interesting)
It's been a while since I've played it, so I could have some details wrong, but IIRC the origional Call of Chthulhu game by Chaosium was pretty close to that. Basically, if you used a skill you put a mark by it and if your character survived the session you would then get to make a role to see if the marked skills went up (Make a skill roll and if you failed you got to add 1d6 to it I think). I don't rem
Re:game based on FUDGE? (Score:1)
Having played Pen and Paper before any MMOG's I can say that levelling is a pain in teh butt and free form XP allows much more varied and int
The problem lies in AI (Score:1)
Re:The problem lies in AI (Score:3, Insightful)
Another trick is to make that information *very* costly (and not in monopoly money, but in ingenuity, time, etc), so that people who do discover it will not be so quickly inclined to put it on a webpage so that joe newbie can
FAQ off (Score:3, Insightful)
FAQs are primarly useful in static quests, quests where you need to find 11 items in 7 zones dropped by 14 creatures. You can follow them like an instruction manual, bam.
This isn't necessarily a problem, the original questers have fun solving the quest before it's spoiled. Many people (myself included) enjoy completing quests without the slightest application of ingenuity. At that point the quest becomes a simple timesink with a rewards, but the reward is still fun.
You can make quests more dynamic by havi
Re: (Score:1)
Re:The problem lies in AI (Score:2)
If you found levelling evil, boring, whatever (Score:5, Interesting)
You don't approach those 'power gamers' directly rather you pay the Internet shop owers to hire them for you. The shop owner bascially charge no commission in this deal but he'll charge you internet access fee for the gamer(s) you hire.
It has already become a social problem in Taiwan as that actually encourage kids skipping classes and social life. Besides, this is an awful sweatshop practise, though the employees seem to be very happy about it, but not their parents.
I've been told similar business has been found in Korea. Anyone knows?
Re:If you found levelling evil, boring, whatever (Score:1, Insightful)
Re:If you found levelling evil, boring, whatever (Score:2)
I am assuming you are using Canadian or US dallar here? 'cause $2 Taiwanese is like 8 cents.... not even enough to make a telephone call. ^^;;
Quests can be as bad as the Treadmill (Score:4, Informative)
The problem with that is, if monster farming is a treadmill, most single-player quests (and their MMORPG equivalents) are monorails.
Sure, there are some people who really get off on reading all that carefully-scripted NPC chatter, paragraph after paragraph of it, like you find in a lot of NWN modules, but most of us don't fire up a High Fantasy Adventure game so we can read pre-generated text. If we wanted that, we could re-read our LOTR books, including all of Tom Bombadil's meandering poetry, a copy of which is probably sitting in the immediate vicinity of each of our computers.
Here's a little secret for you "let's make lots of missions" guys: Everquest if chock full of quests, but the vast majority of players find it less boring to "kite" wandering guards, "farm" bandits, or "camp" the minotaur caves than to perform them. The only popular quests are the ones which drop some coveted piece of l00t that you could not get any other way. In other words, most of the players don't find the quests all that much fun, and only bother with them for the rewards, so that they really just end up being an even-more tedious form of The Treadmill. Plus, questing limits both the options of behavior and possibilities of outcome.
When I talk to people who continued to play EQ long after the Level Treadmill got boring for them, they almost always say the same thing: They continued to play for the social aspect of the game. That's right, those "EQ Weddings" we all snickered at when they first started happening, along with silly player-organized events (such as the infamous Naked Troll Run) are what keep people paying their subscription fees for a game that it now very long in the tooth.
Why not develop a game which throws the D&D/MUD convention of levelling out the window entirely? A sort of Tolkein-esque version of The Sims Online, if you will. Create a world that's full of fun things for your avatar to do... really fun things, not just reward-driven things. Interesting game-within-the-game diversions that players can get involved in while making small-talk. Give out meaningless medals or something to show off to others when difficult challenges are met, rather than ramping up character powers in ways that can actually interfere with the social interaction which is the true drive behind the game.
Before somebody has a cow about my suggestion being less appealing than good ol' hack-n-slash RPG's, those games will still be out there. Go play EQ and see how fast you can level that Iksar Necromancer, and be sure to use the EQVault and Caster's Realm web sites to find the phattest quests, so you don't waste your time actually talking to NPC's.
All I'm talking about is the possibility of just one MMO game out there for those of us that just don't care about that sort of bullshit anymore.
Re:Quests can be as bad as the Treadmill (Score:2)
Daniel
Re:Quests can be as bad as the Treadmill (Score:1)
Like I said before, a lot of people find enjoyment in power-leveling... for a while. Some get a kick out of quests and interesting story elements... for a while. However, what's keeping people on the EverQuest servers long after far more interesti
Re:Quests can be as bad as the Treadmill (Score:2)
You should look into some of the free UO shards that have sprung up. I play on one called Darkenwood, where roleplaying is enforced. When you start out, you get a crap load of money to practice up your skills with. When you do that, they train up to however much you decide to spend, but it doesn't happen instantly, it happens over a long period of time, many hours in fact. You can still level up skills
Re:Quests can be as bad as the Treadmill (Score:3, Interesting)
I recently finished a six-month contract on a high-profile MMORPG, scripting missions and writing NPC dialogue of exactly the type you disdain. The company's polls show that about 5% of the player base enjoys reading the dialogue. With that fi
Re:Quests can be as bad as the Treadmill (Score:3, Interesting)
Also, forcing the other 95% of players to follow the path of that 5% is not the way to make your MMORPG a richer experience. The reason why most people don't bother with it when it's "optional" is because most people don't find it all that much fun.
Remember how flipped out we all were when Quake added 360 movement to the
Re:Quests can be as bad as the Treadmill (Score:1)
Sorry to nitpick, but The first Warcraft was actually Blizzards (very successful) clone of Dune 2 by Westwood.
Re:Quests can be as bad as the Treadmill (Score:1)
Whatever.. (Score:1)
You would get large hunting parties together, try to make your skill % go up. When you would level you would allow yourself a break, maybe for a PK-fight or what not but then you put your shoulder to the boulder and started leveling again.
Sometimes, I would be so fulfilled when I leveled. I would tell myself "just one more level" then I'll hit the sack... sometimes this went on for ever.
Oh good times!
mu
Re:Whatever.. (Score:1)
Players Create Their Own Leveling Treadmill (Score:4, Insightful)
It's possible to level by constantly facing new opponents, taking on the most challenging opponents available, and trying new things.
It's generally more efficient to go to a place that is "good" for your character to level. It's often more efficient to face weaker opponents, because it adds consistency to your hunting experience. Consistency is what allows you to play for eight hours straight, with a group of less than competant adventuring mates, while watching TV. It's less fun, it's less challenging, it's slower, but at the end of the day you're higher level and that's what counts, not whether you "had fun" along the way.
People complain about the leveling treadmill because they find it boring (it's still fun because leveling is constantly reaching goals, and every goal reached is fun). Sometimes people don't know what they really want though. It's easy to go completely off track in responding to these complaints. Lets look at what people really want:
- They want to be able to gain power consistently, constantly reaching short term goals
- They want to be able to come home from work, tired, play for a few hours, and reach some goals
- They want this entire experience to be easy
You can make this process as interactive, and fun, and mission based, and private dungeoned as you want, but it will still end up being a leveling treadmill of some sort. People are going to skip and ignore your NPC text, power through your dungeon to save the princess to go on to the next quest, do whatever they can to 'ding' as soon as possible. The fundamental goal is to gain power, over their peers, more quickly, and everything else is gravy.
That is fine though, I think we can make better MMORPGs with less repetitive leveling treadmills. Make people experience different content to level, literally force them. They may not care, they may not appreciate, they may even complain (don't fall into the trap of making this new content "hard" they still want "easy"), but at the end of the day they may have more fun.
Re:Players Create Their Own Leveling Treadmill (Score:1)
"- They want to be able to gain power consistently, constantly reaching short term goals
- They want to be able to come home from work, tired, play for a few hours, and reach some goals
- They want this entire experience to be easy
"
and this is why the diablo series was so successful. Honestly they could make a game that would sell by expanding upon diablos ideas and adding more classes, dungeons areas and such. Pure hack and slash with goals that are easy to obtain. This would satisfy the needs of a nic
Re:Players Create Their Own Leveling Treadmill (Score:2)
What you miss is that they may get on the treadmill for those reasons, but many quickly get bored of it, yet are unable to get off the treadmill. Why you ask? Cuz its a bloody Skinner Box. There is a very well written article on it here [nickyee.com]. Its simple psychological addiction. I'd love to see what t
Daoc treadmilling.. (Score:1)
First off you have the 1-50 treadmill which isn't so bad until you get past level 35.. then it slows down alot (unless you are being Powerlevelled)
Then when you hit 50 you have to start treadmilling the Realm Points to make your guy stand a chance in RvR combat..
While you farm the points you also have to farm the cash to get the full suit of customized spellcrafted armor and weapons
Re:Daoc treadmilling.. (Score:2)
I liked RvR, but it isn't what it used to be, and I frankly don't care about the new "RvR expansion" because it'll be just as infested by idiots as the current RvR system. If Gaheris got taken down, I'd cancel. I've deleted my characters on the other servers. I just don't care.
Re:Daoc treadmilling.. (Score:1)
They basically said, "Ok, we'll get you started by warming you up on PvE. Then, when you hit level 50, you're on your own to make your advancement."
Brilliant. They script monsters, for one treadmill, then you use each other for the other treadmill.
The thing is, RvR is totally fun in that game. I think DAoC will be one of the few MMORPGS from this era to last for a long time.
It needs PVP stupid... (Score:1)
Sure, some games do realm or faction based PvP, but if you could level in a PvP free for all leveling wouldn't be quite as boring. Of course, everyone is afraid of "griefers" but this fear is driving away the mass market appeal of MMORPG.
Re:It needs PVP stupid... (Score:1)
I kill monsters. (Score:1)
So I can get XP
So I can get skills
So I can kill monsters
So I can get XP
So I can get skills
So I can kill monsters....
I'm always running 'round in circles...
(with apologies to the "running in circles" anti-cocaine ad.)
That's what a lot of gamers want (Score:3, Informative)
They are basically looking for a different market, more like a MMOFPS.
Re:That's what a lot of gamers want (Score:1)
Leveling and skilling up do not work in a competative environment. They work in single player vs ai. As has been stated numerous times above, players want power, to be stronger then the other guys, so they can walk their level 65 guy back to the starting point and awe the newbies with their greatness, or kill them, depending on the game.
This does not work, because, as was said, 75% of the guys are on the bottom rung. Being bottom rung sucks, but of coarse the upper tier wont have as much fun
Re:That's what a lot of gamers want (Score:2)
I played 10six for years from early beta to 1 year before it was closed. 10six did not contain a single AI, it was all PvP in a good way, teams. There were 4 major groups trying to mine a planet, these groups were broken down into player created
From a Planetside player.... (Score:1, Informative)
I love the game. The funny thing is I hate PvP in all other MMORPGs and that's all there is. The thing that draws me in is that I can be part of the big battles, still hit the BR20 (Battle Rating is your level) and take them out just as easily as a BR1. But I think that's the reason I can stand it. On Darktide in AC (the pvp only server) you portal in as a new character and you're immediately assaulted by X player that's probably 20-80 levels ahead of you ju
Re:From a Planetside player.... (Score:2)
It is good to see that levels don't affect gameplay as much, that is a huge plus for me, I hate leveling games. And the current crop of RPGs, I just got Morrowind and after playing it for 2 hours I was so bored I thought I was playing Everquest! I'll have to give it more of a chance later (when I'm done playing System Shock 2, again!)
it's happened (Score:1)
One aspect I miss (Score:2, Insightful)
Perhaps the problem isn't gaining levels (Score:3, Insightful)
RPGs come with a buttload of predefined genre baggage. Designers are all too eager to accept them all. Numbers dictate actions, rather than the other way around. There needs be change, but god help us all should our Savior be The Sims Online!
leveling sucks (Score:2)
But as far as mass media goes - if you want a game to really attract a large crowd - you have to cater to people's attention spans. No one but a geek (and I am one of those) has an attention span that will sit still for this crap.
No, the games that will last through the ages will continue to engage your mind all the way through the game. Nov
It's mostly the player's fault... (Score:1)
Levelling (Score:2)
Eve Online rocks (Score:1)
Re:Eve Online rocks (Score:1)
MMORPGs and the Big Problem (Score:2, Interesting)
The thing about AO was that you had a character to upgrade and advance in a multitude of (albeit tiny, almost meaningless) ways to get an overall better character. This persistent character can then go around and have fun in the world, killing monsters and gaining levels. There was permanence, my characters cool stuff stayed with him, and if you took over a section of Notum mining you kept it and the bo
EVE-Online has a nice twist (Score:2)
Going on vacation ? Start training something like Minmatar Cruiser 5 and it'll be done when you get back. The only real catch is you can't freely switch between skills under training, nor train with more than one character per account at
I'm holding my promise (Score:1)
Hard to Create Online Game (Score:1)
Every new game states in their FAQ that they are designing the game with the casual player in mind. But every time this is tried, it is a disaster. The hard core gamer quickly exhausts the content of the game and moves on. That is a problem, since the hard cor
Fix LevelTreadmill have Permanent Character Death (Score:1)
Mentioning the phrase usually incites people to reflexively assume that perm character death could NEVER work. But I don't think it has been
given serious treatment as a conceptual game element.
Consider the following.
-One of the primary appeals of an RPG game is the crea
Re:Fix LevelTreadmill have Permanent Character Dea (Score:1)
Re:Fix LevelTreadmill have Permanent Character Dea (Score:1)
Re:Fix LevelTreadmill have Permanent Character Dea (Score:1)
What MMORPG's producers are selling, is a sense of character, whether game producers, or players even realize it. Your own example of levelling up a 'character' for 6 months, then getting pissed becuase they died 'idiotically' illustrates the point perfectly. The idiotic death was not consistent with the hypothetical character you were cr
Other game (Score:1)