I was playing World of Warcraft today, and was wondering about how much longer I would play the game. Sure, I want to hit 60 and play around with some of those über dungeons, but I really don't see myself playing the game for all that long. I have no desire to start over and go through each race and class, going through the same zones and dungeons, racing to get to a mount, to level 60, etc.
Of course, the problem with MMORPG is the obvious one: there is no way to beat the game. You merely advance from one level to another, going to a dungeon that is maybe different enough to grab your interest long enough to complete it. Maybe there is a sword or shield out there that is cool enough for you to want, but after a while, isn't there a point where it all becomes overkill? I know many people have 3 or 4 different characters they play, alternating between them all; this is not something I am interested in doing. Rather, here is what I would envision for a future release: Adaptive MMORPG.
How does this differ from regular MMORPGs? There would be major events which would lead to a World[server] Transition. For example, let's say we were playing a LotR MMORPG. Your lvl 1 character would start in a Middle Earth very similar to that in Fellowship: uneasiness, threat looming on the horizon, but still relatively peaceful. You would do quests, dungeons, etc just like in a regular RPG, until you hit level 20 or so: then you would have a Major Quest(maybe something along the lines of a quest in which you capture Smeagol and learn of Bilbo Baggins and the One Ring's location). This would lead to a World Transition, in which your character maybe gains some special skill, and is placed on a server with a Middle Earth with a more advanced timeline, moving along the Fellowship storyline, progressing to Two Towers. There might be an option to not automatically make the Transition (especially if you want to stay with your guild members) with a cap placed on the experience and levels you gain if you remain in that World, instead of moving to the next.
This way, you would avoid the static nature of most MMORPGs, where the world for a level 60 is relatively the same for a level 5. By level 40, for example, the landscape could have changed drastically, with formerly allied cities now under siege, based on the results of a structured PvP system.
Opinions? Thoughts? Is the static world of a MMORPG inevitable and unalterable?
Of course, the problem with MMORPG is the obvious one: there is no way to beat the game. You merely advance from one level to another, going to a dungeon that is maybe different enough to grab your interest long enough to complete it. Maybe there is a sword or shield out there that is cool enough for you to want, but after a while, isn't there a point where it all becomes overkill? I know many people have 3 or 4 different characters they play, alternating between them all; this is not something I am interested in doing. Rather, here is what I would envision for a future release: Adaptive MMORPG.
How does this differ from regular MMORPGs? There would be major events which would lead to a World[server] Transition. For example, let's say we were playing a LotR MMORPG. Your lvl 1 character would start in a Middle Earth very similar to that in Fellowship: uneasiness, threat looming on the horizon, but still relatively peaceful. You would do quests, dungeons, etc just like in a regular RPG, until you hit level 20 or so: then you would have a Major Quest(maybe something along the lines of a quest in which you capture Smeagol and learn of Bilbo Baggins and the One Ring's location). This would lead to a World Transition, in which your character maybe gains some special skill, and is placed on a server with a Middle Earth with a more advanced timeline, moving along the Fellowship storyline, progressing to Two Towers. There might be an option to not automatically make the Transition (especially if you want to stay with your guild members) with a cap placed on the experience and levels you gain if you remain in that World, instead of moving to the next.
This way, you would avoid the static nature of most MMORPGs, where the world for a level 60 is relatively the same for a level 5. By level 40, for example, the landscape could have changed drastically, with formerly allied cities now under siege, based on the results of a structured PvP system.
Opinions? Thoughts? Is the static world of a MMORPG inevitable and unalterable?
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