In recent MMO releases, the first 20 levels are often the best that the game has to offer. This was/is certainly the case with Vanguard, Age of Conan, Warhammer Online, an Aion. Each of these games started off strong then quickly tapered off. Whether it be a case of the game not being finished (VG/AoC), the best and most original content being expended early (WAR) or the true nature of the game being hidden until later (Aion), it’s certainly a reoccurring problem.
I’m not saying that the first twenty levels should be weakened as not to come across so amazing when compared to the rest of a MMO’s content, but I also question whether or not the fairy tale request of asking developers to make their entire games as good 30, 40, 50 levels in would give them anyone much help either. The answer isn’t to get rid of levels because then we can replace levels with time. It’s also not a valid excuse to blame funding and/or publishers rushing the game out.
Maybe the best explanation and solution that I have can be found in the fact that most of these problems arise from recent games being too linear (excluding Vanguard). When games are extremely linear it’s harder to pick up on the pattern. It’s easier to burn out on for players and to get lazy as developers when you funnel players. Sandbox games (like VG or UO) or a more ‘open’ experience (like EverQuest or early DAOC) offer players the opportunity to create their own path or to exist more naturally/harmoniously with the game’s world. Recently releases have been anything but open.
Another explanation could be the effort factor. By the way, in no way, even remotely, am I talking about grinding — so don’t bring it up. I’m talking about the way in which our characters progress. It’s quick and it’s meaningless. I can be level 2 in 20 seconds or level 5 in 10 minutes. Even level 20 is often attainable in two days of solid play (less for the hardcore). Progressing through these levels is about going out and killing some crabs or delivering bread. It’s thoughtless. It takes no effort and barely any time. Some examples of games that do the opposite would be EverQuest or DAOC. Even from the start there was more effort involved. Elements of survival, learning your class’ limitations right away, and other more dynamic elements come into play quicker.
The First 20 is an issue with dire consequences for me as I speak. I’m Alpha and Beta testing games right now and, aside from wanting to actually test, I’m worried about whether or not I should play to avoid burning out. Why spoil the magical feeling of ‘release innocence’? I don’t want to, but I know that if I don’t then I will be looking forward to a game based upon gameplay that may not be indicative of or reflect the whole picture.
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