Tuesday, March 31, 2009

Gamestorming

Like brain storming, only related to gaming.

What if...at every X0 level (i.e. 10, 20, 30, etc) you were presented with the opportunity to take a snapshot of your Toon? And all their gear, Stats, enchants, etc, would be preserved, even though your Toon continues to level on to Cap.

Why might you do this? Or why should a game offer that feature?

What happens when you convince a friend to play? You & your buddies who've been playing for years are all at Cap, while your friend is a lowly Newbie. Oh sure, you can boost him through all the Instances, and power level his quests for him, but how much fun could that be, really? Your friend isn't playing the game, he's just got an Uber Bully of a friend destroying anything around him that poses a threat. Does he even learn how to play the game? What role his character should play in a group? Doubtful.

Now, what if you and several of your buddies could take snapshots of your Toons at 20, then when you convince another friend to start playing and it comes time for him to hit his first Instance, instead of him getting a boost through by your Uber Toon, he joins a party of his friends, all at level 20, and everyone is at just the right level for that Instance. Now he gets to experience the Instance with knowledgeable, but not overpowered friends, and he gets to actually play the game.

Instead what you get is a company with the mindset that the trip from 0-60/70/80 is just a chore, and they do everything they can to boost you to Cap themselves. XP/kill and XP/Quest gets jacked up. Toons at Cap get access to over-powered Hand-Me-Down gear to pass onto low level Alts. Even newly introduced Classes (only accessible to XPac players, mind you) get a speed boost, and start the game with the equivalent of 50-60 hours of leveling under the belts.

What does this tell you? Only that a company with such a game probably no longer cares for their low level content, and they're probably wondering how they can introduce the option to pay for a Capped character without breaking their game (or starting riots). And yet the workaround is simple. Anyone with a capped out Toon (and a copy of every expansion released to date) can just buy one. Oh, you don't have a capped out Toon? Better hurry up and level your Main to 80 then. Seriously, it doesn't take that long now. I mean we've tweaked the level grind so much that you practically gain a level every time you complete a Quest. What more do you want from us? It's either that, or more and more (& bigger & bigger) companies will begin offering paid-for power leveling services.

Seriously, who would you rather pay to have a Toon power leveled? Some dodgy company based in BFE (or God only knows where) who are more likely to get your Account banned during the weeks they have your Toon?

Or the gaming company themselves who just need to press a couple of buttons and Shazam! You've got a Capped Toon.

Yeah, if I was willing to pay for such a service, I know who I'd choose as well.

Of course me being me, I wouldn't be willing to do this, because regardless of what The Company (& its spokespersons might think), for me The Leveling is The Journey. I enjoy the grind to Cap because I can take my experiences and knowledge from previous trips and expand on them to facilitate my present and future journeys. Sure, it's blurring the line between Player Knowledge and Character Knowledge, but I don't care too much about that anyway. I might RP with my Toons sometimes, but it's not like I play on an RP server ;)

10 comments:

Joseph B. Hewitt IV said...

See, Fury's Incarnation system solved that problem. You could create a low-point character (please stop saying "toon," that is so "marketing department").

Of course the character development system in Fury was so screwed up the only way we could fix it was to get rid of it and just give everybody max points.

Not that that fixed the ability system, though Cameron was working on that when they shut the servers off.

Sigh, so many good ideas poorly executed and screwed up by inexperience and greed.

Tesh said...

Y'know, this runs nicely into a thought I keep coming back to. Namely, if "the game starts at (endgame level), why even have the rest of it? Either let people buy in and just play with capped characters, or actually make the "journey" segment actually be "the game" and stop mucking around with the endgame nonsense.

...then again, the leveling segment isn't offering much more than an offline game in most cases. ;)

Chris F said...

I am the opposite of you Cap'n. For me the game usually starts at the "end game", when all the "fun stuff" is built in. I like levelling - once - for the experience. Multiple times through is heartbreaking and headhurting.

I have bought characters before. $100 to save me 200 hours worth of grind? $2 an hour is well worth my time. I can hop into a game I can enjoy, and do what I want to do.

I've talked about it a lot - the wasted DEV dollars on big, beautiful areas everyone spends an hour in. What's the point?

Alternate levelling systems would be great to see in upcoming titles. Warhammer would have been perfect for it. The world layout is astounding. Too bad you spend 3 hours in T1 (or just T1 scenarios). If relative character power levels were similar, the WAR could be going on in the entire world, not just funnelled into a couple laggy zones where everyone is stuck at.

MMOs are mostly single player to cap, then a grouping experience. I don't see the need to keep those separated. Either make a single player levelling game, or an entire game built around the "cap", which is easy to get to, and requires partnership and cooperation. Take all the money you waste on the "levelling" in the this scenario, and create dynamic, exciting, lasting fun content for the end game. Take away levels 1-60 in WoW, and you have a couple years worth of development dollars to max out raids and instances.

I mean, it sounds so easy, right?

Cap'n John said...

Now that's an interesting thought, Chris.

Do you want to play WoW the leveling game? Where there's no Instances, and you basically level your Toon from 1 to 60/70/80, and once you hit Cap it's Game Over! and in the vein of Facebooks's D&D Mini Adventure, perhaps you get to choose an item or two for your next character to start with.

Or you could play WoW:Instances, where you still have to level your Toon, but you're not leveling from 0 to 60. Instead you'd increase the C-Level of your character via his/her equipment. Just as an example, you'd start with a full set of armor and your choice of ranged weapon, melee weapon, and shield (if relevant to your class), and this gear would be sufficient to allow you to group up and enter WoW:Instance's first Instance. Run it a few times in a group, replace several of your items with Boss drops, increase your C-Level and thus survivability, then move on to the next Instance.

People who want to run Instances can, and because they're playing a game where everyone is running an Instance, groups should be easier to find.

While the people who just want to solo to Cap could do just that, and they'd have no effect on the Group players because they're both playing completely separate games.

Don't get rid of WoW's leveling game, remove it and make it its own game, while also making an Instance-only version of WoW.

You're right, it does sound easy. Too easy ;)

Tesh said...

"Don't get rid of WoW's leveling game, remove it and make it its own game, while also making an Instance-only version of WoW."

I've argued exactly that in a few shapes and forms over the last few months. That's the essence behind my continued desire for an offline single-fee version of WoW; it would be the "leveling game" that I could play solo (with a handful of alts to experience different gameplay, and the "multiplayer raid game" would be the online subscription module.

I'm not really all that interested in raiding, but if it were just an added component to the game that I'm already playing (the single player offline WoW), and I could jump in with a capped/prepped character, I might just try it for a month.

If they were to split WoW, then, they would not only get my money from the standalone, but they might just get a month of sub time from me as I test the raiding waters. As it is, they get nothing from me.

...the questions are, are there more like me, could subscribing raiders keep the company alive, and could splitting the game like this actually improve profits and the game design?

If nothing else, I think this is how they should "close" the game; instead of keeping it on life support when their next game comes out and starts poaching the userbase, bake the latest patch into a standalone boxed WoW, sell it for a final shot in the finances, and let the raiders keep playing if they want to while everyone else migrates to either the standalone or the new shiny game. They are already pretty much ignoring the "old world", so why not sell it off?

Tesh said...

Oh, and to keep it at least a bit on topic, that sort of standalone game with optional multiplayer (like Diablo) would be great for playing with friends. You could easily have saved characters backed up on your own local machine, and just play with the most appropriate one when you play with friends.

It's the online sense of "persistent world" design that makes workarounds like TR's cloning necessary to address this sort of thing. (I wrote about a "bookmark" system a while back to try to address the problem, too.)

Wolfhead said...

I like the idea! I think the challenge would be in figuring out a way that this makes sense in the world regarding magic, technology and lore issues -- how do we explain that JackSparrow Level 80 pirate is now running wild as himself 60 levels younger on Cannibal Island with a friend.

Normally the way most people achieve the link up with friends is by choosing an alt that is the closest in level. I do like your idea as it prevents the high level character partnering with the low level newbie and destroying all his fun by easily killing all of the monsters.

I suppose you can always roll a new low level character and group up with him. :)

ICandee said...

I love lamp.

Sorry, I've got nothing constructive to add, nice blog! :)

Wow Panda said...

good ideas, maybe blizzard should pay you as a consultant :-)

Nugget said...

Ooh. I would love love love LOVE this snapshot idea in a levelling based game.

One of the things I'm wailing about to my friends now, is my current gaming love, Guild Wars, because it's actually appreciably segregated by skill and knowledge, not gear and levels, leaves little room for midbie type players like me.

Midbie not in terms of level, but in terms of level of skill. The nubby groups are too nubby for me, and the leet groups are too leet. :(

Your great idea wouldn't solve the problem I have in Guild Wars (or any system where skill is emphasized over gear and level) - but would definitely be a great addition in a level and gear based progression system like WoW.

After almost all my chars grew up (all 8-10 of them lol), I had to sadly answer my friends that 'no I don't have a puny of that level' anymore, made me a very sad nugget. :(

And in WoW, yeah I could do heroics with them... but I outgeared the heroics by a certain point too, so they weren't really experiencing it if we could trainstomp things. >.<