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Every mmo (at least that I've played) has gradually progressing content difficulty matched with gradually progressing gear/stat/ability making the content approximately the same sort of actual difficulty. The PvE balance means that you have to be "roughly this good of a player" to be able to conquer the content. Raids or dungeons may push the envelope a bit, but they still have a designed mechanic on how to solve them.
What if the game (basic description only) had a series of checkpoints, that you progressed through with the content continually getting more difficult as you went along, until finally it was so extremely hard that people couldn't possibly finish. So rather than completing content, it was more about how far you could push the content, but nobody ever reaches the "end".
So what do you think?
EDIT: I guess I should have done a better job explaining it. Think of it like a high jump. You might always be able to jump a little higher, so you never reach that point of completion, but every time you improve on where you made it to last time you still get a feeling of accomplishment.
EDIT EDIT: Here is a better description of what I was thinking about.
The game plays like a warzone between NPC's and players. the more players join the map, the stronger the NPC's also get.
Anytime a player or NPC dies, they respawn immediately at their base and have to run back to the battle.
The NPC's are trying to take over the players base, and if left alone they will take over the entire map up to virtually the doorstep of the playerbase before being too spread out be effective at conquering the playerbase.
The players work from checkpoint to checkpoint, pushing back the NPC's in an attempt to drive them back to their base and take over.
As they get closer to the base the NPC respawn is virtually constant, and the base becomes impossible to take over.
However, I think reaching the base would be a failed mechanic, and the battle should be a remarkable endeavor to make it 3/4 or even 1/2 way.
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