Most of us (me first) are progression addicts. We like to see those little numbers climb up.
I have seen many arguments in favor of vertical progression such as:
- the famous power-kill loop "I want be more powerful to tackle more powerful enemies and become more powerful to..."
- the famous weakling bashing: "I want to go back to low level areas to feel my power"
- it gives a goal, a reason to play.
The power-kill loop is for instance the very basis of Monster Hunter games. Kill monster, craft better gear from its remains, go kill something more powerful, rinse and repeat. It works very well. It is enjoyable. However, when thinking about it, one can realize how artificial it is, and the fact that this loop is feeding mostly a feeling. The feeling of becoming more powerful. Which is immediately challenged by a stronger monster. Which is necessary, or the game falls down the easiness slope, and interest fades quickly away.
The result is the difficulty is never really changing or not much. Well, there could be bump in difficulty but overall the difficulty stays rather consistent. Therefore, the player sees higher numbers, but the game really keeps going by increasing the power of the enemies too. It means that the real change here is not the difference between those numbers, but in fact the type of enemies, their moves, their abilities, etc. This is really close to horizontal progression.
"But if I go to low level areas, the monsters will really suffer!
- right: the famous weakling bashing."
This is why, some of us go back to the starting areas: to really witness the progresses we made! Yes, I am guilty of this too. In Elden Ring, after finishing the game, almost at lvl 150, I went back to the first soldier camp with my blasphemous blade fully upgraded to spread death and destruction. It was fun, but not for long. After this, I quickly quit the game for good.
It makes more sense in MMOs, where you can actually help/carry people in lower level areas. Beyond this, the interest of higher numbers is... meh.
Then remains the last argument: the goal argument. I felt it strongly when I quit PSO2:NGS few weeks ago. Level cap was increased to 60. I went there, then quit. Well, I could have worked for more stuff but did not get the appeal. For me the game was done.
In summary:
- We want progression.
- We don't really want it to finish, because reaching this goal often means game over.
- Even if we FEEL that progression is meaningful, most often it is not. It is just a feeling.
Moreover, progression has some negative aspects such as:
- invalidating content (dead areas / useless items)
- removing sense of danger / interest
- segmenting player population
- unfair PvP
All of this makes me think: what would happen if a game would implement a less impactful progression system?
Let say you have 100 levels. And it takes forever to reach 100, and maybe years to reach 75. Each level would increase your efficiency by only 1%. Meaning that a level 100 player would twice as powerful as starter player, which is significant without reaching divine power! And keep in mind that level 100 would be probably impossible to reach.
BDO does this kind of infinite experience curve already, however a few levels more than your opponent is enough to one-shot him/her. Here, the idea would be the opposite. You may be 20 levels above your opponent, but you are only 20% more efficient, which significant, which gives you a meaningful advantage, but you can not one-shot the enemy who has a real possibility to win if you are outplayed.
Also in GW1, everybody was capped at level 20, and we had to fight monsters level 28 in elite areas. That worked very well. We did not need to benefit from a level cap increase. Of course, that was not easy.
Comments
The first (Power Kill Loop) I enjoy for while. It will get boring easily for me, though.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Every time I put EVE behind me I read a thread like this which reminds me why I loved it more than any other MMORPG.
The progression mattered! Even better, it never got obsolete, nor could I fall behind after reaching a certain point.
I last played in Dec 2016, yet if I return tomorrow all of my ISK, pilot skill training and ships in their hangers are all still equally as useful today as they were over 5 1/2 years ago.
Is there any other MMORPG out there which can claim the same? UO maybe?
Hey, even my kill boards are still around....err, oh snap, too bad those can't be erased, not exactly anything to boast about.
I know, I'll tell people I just bought these characters....legal to do so in EVE.
Shoot, I just know I'm going back one day....
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
ESO and GW2 both have impactful progression. There is a dramatic increase in capability from starting characters to those at max level. What they don't have is the perpetual numerical escalation of characters surrounded by a world with numerically static regions that become increasingly trivialized as one's character levels.