This is not a pro sandbox thread. My opinion , sandbox concept in MMO is stupid.
Here is the thing. I am really getting tired of levels. It feels like a chore rather than excitement. But of course that's subjective and just my opinion. But really, in a THEMEPARK MMO, are levels really needed at all?
I heard the argument that levels are needed for the story to progress. But this isn't true at all. That's why we have things like chain quest. Nothing about quest nor story has anything to do with levels. That's just a artificial restriction placed by game mechanics. For example, let's use WoW. I could level from 1 to 85 using nothing but mob grinding (yes people wouldn't normally do this, but that's not the point). Now let's say I am level 85 now and decide to return to other zones to start working on quest and lore. Well what's preventing me from doing just that? The only thing different is that I overpower the quest objectives because I out leveled them.had the game had only a single level, I could go around a do any quest I wanted without over powering it. Also I can still get my lore from the quest like usual.
Another argument I heard is that players need levels to feel progression.
Also not true. Because in most theme park MMO, there is a max level. Well once max level hits, leveling is no longer allowed in the traditional sense. So if you aren't no longer leveling, how is it that you can still be progressing, both in power and story? Again take WoW for example. A fresh level 85, isn't on the same strength as a high rank 85 PvPer nor a High Tier raider. See those two groups of players still have forms of progression even if it's not through levels. Why can't we just skip all that pointless Level grind and jump straight to the true form of progression that most of these theme park MMO have at endgame?
Another argument is that levels are needed so that developers can get sub time. At first, I thought this made a bit more sense than the other arguments. But that's until I remembered what Blizzard said about their player base, and why they revamped the low level zones.
The truth of it is, most players get bored and quit before reaching max level. The level grind gets boring after doing it so much. Game after game. It's the same thing. Levels when used like that, typically restrict players from doing certain features. Well what if that certain feature was the number 1 reason the player wants to play the game, but can't do it without the level grind?
Example using WoW again. Not never mind the WoW example. Use Rift instead. The biggest and most interesting form of PvP in Rift is "Port of Scion". But the problem is that it's a level 50 only warfront. Well if I come to Rift for PvP, that means I can't play the very thing I am interested in and I am forced to level grind just to play something I like to do, and get the fullest out of it.
Really, most of our time is spent at Endgame anyway. Ask yourself this. On my max level characters, which did I spend more time at? Did I spend more time at max level on this character, or more time leveling up to max level?
Getting rid of Levels open up MMORPG worlds to once again be designed around exploration, because we wouldn't need level tiered zones anymore, which prevent low levels from venturing into the high level zones, while also making it boring and useless for high level players to venture back into previous low level zones.
Well what's your opinion?