Quote:
Originally Posted by mwatt
[You must be logged in to view images. Log in or Register.]
I think that whether one will agree or disagree with the main premise of this article is based upon one's basic approach to this type of game. There are two basic "types" of people in the MMO world:
A) People who don't consider that they have "won" the game until max level. They want to reach max level so the "real" game can begin, which is more or less "raiding", or in some scenarios, "PVP".
B) People who "win" every level because they appreciate the game for the journey, as much or more than they appreciate it for the end game.
Most gamers, at least these days, probably belong to camp "A". So for correctness based upon sheer numbers, the article probably espouses a real truth of sorts. I belong to camp "B". I suspect that simply by virtue of being here, so do many of the other players in Project 1999. It is a sadness to me that there are so many players in the world who would fit into camp "A".
|
You're right but I think there's also a little more to it. Why is "max" level so enticing in this game or other games? Lots of reasons, I'm sure, but there is definitely the aspect of having access to and getting the best or nearly the best available gear.
Classic EQ was fun before max level for a lot of reasons, but not the least of which was that, in most cases, you simply didn't quickly outlevel rewards you obtained while making your journey to 50. I might get a sweet item leveling up in my teens that I could very reasonably continue to wear into my 30s (or higher). Sure, you can argue this is because there weren't too many equipment options, but there are enough. I always hated WoW's loot system... finding better gear within a couple level's time at most (which was only a matter of hours of playing). Conversely, in EQ I remember feeling absolutely incredible wearing a full set of bronze... BRONZE. Not saturating the market with tons of new equipment that rapidly scales with level is highly preferable to me. EQ rewards max level players with the best items, but they're not (in many cases) leaps and bounds ahead of what you could have obtained at an earlier level.
Of course, this system (I believe) can only work when leveling is hard. If it's easy, it would be silly to have amazing items obtainable at level 25 that are still great at 50.