Just a hypothetical scenario.
But let's say Blizzard released a new Classic WoW simulator game, but in this version, there is no Character levels, as in no 1-60 level grind.
Everything in the game is endgame content and everything scaled around that. So no more low level zones being out leveled since your character is a max level type of stuff. Everything is the same tier as your character with some content being harder than others just like in the normal version.
The only difference is
You still have to unlock your skills by completing objectives in the game and you still have to discover the world as normal.
All gear is meaningful and not level gated since there is no levels.
How would such a game be played differently from the current iteration of the game?
Just curious what you all think.
Philosophy of MMO Game Design
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Philosophy of MMO Game Design
Those who live under the bridge thrive on progression, and know gear isn't enough.
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Explain that to me.
Philosophy of MMO Game Design
Never forget 3 mile Island and never trust a government official or company spokesman.
In vanilla Wow you have low level zones and dungeons that you would never touch again as a max level 60.
In the OP scenario there is no lower level anything. Everything is max level content. From Scarlet to AQ, and all that other stuff is all max level content if there are no levels on characters. That means all that 1-59 content is now what would been level 60 stuff if a class wow sense. No more outleveling content. No level gated stuff. Explore the world from day one doing your own journey and discovery.
Philosophy of MMO Game Design
Help me here as your views I will still entertain.
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Tested over a 115+ games since 1997.
Currently Playing:
Played(Retired): AOL NWN(91-95), UO, EQ1/2, DAoC, CoX, Lineage1/2, SWG(Pre CU/NGE), Planetside, Anarchy Online, FFXI, AC, Vanguard, D&D, AoC, DCUO, Rift, Eve, others
He fails to realize for many (most?) the exploration is secondary to the main pillar of RPGs, measurable progression hence why level games have always been pretty popular.
I suspect the OP grew up on an early diet of arcade style games such as Mario and the like where character progression wasn't a factor.
"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
---------------
Tested over a 115+ games since 1997.
Currently Playing:
Played(Retired): AOL NWN(91-95), UO, EQ1/2, DAoC, CoX, Lineage1/2, SWG(Pre CU/NGE), Planetside, Anarchy Online, FFXI, AC, Vanguard, D&D, AoC, DCUO, Rift, Eve, others
Every time there was a max level there still was progression. That's not exclusive to level grind. So why would the game have no content just because it has no level grind. It actually would have the same number of content but will have more stuff to do that has meaningful content. All stuff you do will progress your character unlike a low level content in a level based mmo
Philosophy of MMO Game Design
If you have a ton of content but call it all endgame, that's not traditionally how theme park MMORPGs work. You'd have to give an explanation of what you mean if that's what you have in mind.
Leveling is as integral to the Classic WoW experience as petals are to a rose. Because you dislike levels, or petals, does not change that fact.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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Instead of 2 or 3 endgame dungeons, all the dungeons in the game is endgame content since they not level content anymore.All of it.
Again removing Character levels is NOT removing content. I still dont get the logic in that argument since all the same content is still there.
Philosophy of MMO Game Design
you now have ALL DUNGEONS IN THE GAME is endgame dungeons. All of them. All Quest are endgame quest. No quest is low level only anymore. No zone is low level only/high level only.
ALL ZONES ARE SAME LEVEL SINCE THERE ARE NO LEVELS.
Something like that would play more like an Elder Scrolls Oblivion/Skyrim/Morrowind sort experience of going your own path doing the quest that interest you and the dungeons that interest you on your own Journey. There is no set path. All the same exact content from level grind would still be in the game but tailored to endgame content since there no need for level grind in a leveless MMO.
Philosophy of MMO Game Design
You would still level through better skills.
You would still level through proffessions.
You just wouldn’t level theough actual levels anymore.
Monster Hunter does this and it works perfectly fine, you just need to balance gear for it, put some more importance on resistances for instance.
/Cheers,
Lahnmir
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Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
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What would you have to show for your efforts?
(If you say gear expect a Joe Gibbs back of the head slap.)
"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
The big deal in progression, I would think, would be the new skills and abilities, and then progressing them up for their abilities and chances of success.
Such a game does need more game play sets, just like any good Sandbox (which are very few).
- Crafting gear and materials gathering, etc.
- economic game play, competition, businesses
- quest stories should be expanded into "world content"
- Underlying mysteries, plots, stories
- exploration with more meaning
- rare stuff with more value
- Player housing, guild castles, etc.
- more meaning to player "factions", not necessarily PvP oriented either. more along the lines of activities. So that Exploration League (or whatever it was called) could be a player thing as opposed to an NPC backdrop.
(These are suggestions, the game design could pick a few or a lot, the quality of the game depends on how much the players enjoy playing what's in it.)
etc., in other words, more of a world around the player with lots of depth.
Once upon a time....