Quote:
Originally Posted by dk0
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Few things on hell levels:
They were not built to artificially stretch playtime.
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Not specifically as such, but they wanted the 10 levels of kunark to last at least as long as the 50 levels of vanilla, so they had to arbitrarily make them all hell levels then add double hell levels on top of that.
There's pros and cons to the massive grinds and timesinks in EQ, but mostly cons. We still play it because mmorpg game designers haven't come up with a good answer to "how do you make lots of engaging content that rewards time and effort without tedious grinds" and hopefully not because we actually think the pinnacle of mmorpg game design was invented in 1999 by a rag tag team of stoned mud players and sony execs and will never be bested.