Bringing Endgame To Leveling
I've been busy offline of late, which has meant short play sessions, and Runes of Magic daily quests have been beating out games where I'm actually paying a subscription for this limited time. It's not exactly accurate to call ROM's dailies "grindy" because they're literally grind - you're in for easily 150-200 mob kills if you want to max out your daily allowance. Moreover, if you're not supplementing your exp with dungeons or bonus exp weekends, you will have to do some amount of daily quest grinding to get the exp to keep leveling even one of your two classes.
Quest designers these days build MMO leveling curves with the assumption that having solo players ever run out of non-repeatable quest content is a cardinal sin. So why am I not only tolerating this mechanic in ROM but actively choosing it over other games that also offer daily quests? At the end of the day, complaining about grinding in ROM is like complaining about shooting people in a first person shooter - if you don't like it, you're playing the wrong game, and I won't hesitate to leave my ROM dailies unfinished if I'm not in the mood or I have the chance to do something more interesting.
In their Dev watercooler this week, Blizzard talks about the challenge of selling solo players on transitioning from one-time story-based leveling content to repeatable daily quest grinds at level 85. One seemingly obvious solution that does not appear to be on the table is the one that ROM already has. Instead of trying to transition players after months of playtime, offer the same experience - in this case, grinding daily quests for fun, profit, and exp - from the earliest stage possible. That way, you can focus your development efforts on making that one type of gameplay as appealing as possible.
Blizzard appears to have chosen to go the other direction. Based in part on beta feedback asking for more quests, they appear to have concluded they could sell more copies by covering the grind-like aspects of the genre behind a constant but unsustainable change of scenery after every 10 killed rat-equivalents. The good news is that 11+ million players appear to agree, opening their wallets each and every month and handing over their local currency to choose Blizzard's product over the competition. The bad news is that the content has to run out sometime, and the transition is that much harder because of the choice (which most other studios have copied) not to prepare customers for the change.
Quest designers these days build MMO leveling curves with the assumption that having solo players ever run out of non-repeatable quest content is a cardinal sin. So why am I not only tolerating this mechanic in ROM but actively choosing it over other games that also offer daily quests? At the end of the day, complaining about grinding in ROM is like complaining about shooting people in a first person shooter - if you don't like it, you're playing the wrong game, and I won't hesitate to leave my ROM dailies unfinished if I'm not in the mood or I have the chance to do something more interesting.
In their Dev watercooler this week, Blizzard talks about the challenge of selling solo players on transitioning from one-time story-based leveling content to repeatable daily quest grinds at level 85. One seemingly obvious solution that does not appear to be on the table is the one that ROM already has. Instead of trying to transition players after months of playtime, offer the same experience - in this case, grinding daily quests for fun, profit, and exp - from the earliest stage possible. That way, you can focus your development efforts on making that one type of gameplay as appealing as possible.
Blizzard appears to have chosen to go the other direction. Based in part on beta feedback asking for more quests, they appear to have concluded they could sell more copies by covering the grind-like aspects of the genre behind a constant but unsustainable change of scenery after every 10 killed rat-equivalents. The good news is that 11+ million players appear to agree, opening their wallets each and every month and handing over their local currency to choose Blizzard's product over the competition. The bad news is that the content has to run out sometime, and the transition is that much harder because of the choice (which most other studios have copied) not to prepare customers for the change.