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Came across today's article on TESO leveling and it made me yet a little bit more depressed about the whole AAA MMO industry once again. Here's the article if you didn't get the chance to read it yet:
What struck me the most were the first lines of the write-up:
"Leveling up your character and building him or her through a game is one of the most important elements in MMOs. It’s what ties us to the world, more than anything. Elder Scrolls Online has fused the best possible systems from both MMOs and the Elder Scrolls RPGs to make progression fun and interesting."
I know that the subject of "End Game" or "Content Skipping" has been grinded to death, but why does it have to be either black or white?
Am I honestly the only one who could not care less about the endless stream of quests where you have to deliver X item to Y zone or kill Z amount of the same mobs zone after zone? I can understand that the progression from point A to point B (let's use levels, 1 to 50 as an example) makes the players "ready" for end game and enables them to learn their characters. But who takes several days or even weeks (of playing time!) to sufficiently handle their shit? Storyline is different, if all quests/missions related to the actual story, the whole process would feel a lot less forced.
And what goes for "content skipping", why is "leveling" still the most invested part of today's major MMORPGS? Why don't storylines enable players to get briefly acquainted with their characters before releasing them to the actual content which happens when you are able to interact with the majority of the other people? Why is there such a huge cap between "content" and "end game" (jesus I hate those words)? Most of the people I interact with usually fast "grind" to cap and I know we are not the only ones in order to get in the actual gameplay. Shit loads of resources (time and money) spent on awesome content creation which is only used to the fullest by a potentially small group? (Think SWTOR, a MASSIVE amount of cash used on voice actors only to realize the game is fucking bad when you hit max level.)
Another thing that upsets me with the current direction MMORPGS are evolving to is the amount of resources wasted on zones that are deserted pretty much right after the launch. Why do you spend days, weeks or even months modelling regions that players only use for a couple of hours?
This experience comes from a set of different games such as Fallen Earth, SWTOR, WoW, Rift and Aion.
PS. I also despise the fact that when you are a young player or "level 1" you can't kill a pet pig with 200 fist strikes. But when you are max level you one shot a fucking dragon. Why such a cap?
TLDR: I am whining about MMORPGS using too much resources on "content" that is not used to the fullest or even efficiently in most cases.