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I've just come back to TSW from an eight month break. Like everybody else, I loved the campaign, stories, characters, quests and acting. What originally drove me away was the lack of tangible character progression (all my newly aquired skills were no more effective than my previous), and limited dynamic elements.
Coming back to it, my expectations are different and I'm enjoying the game all over again.
I originally approached the game as an MMO-RPG, and expected a certain level of tradional gameplay which you expect from the genre (PvP, at least some sandbox content, crafting, social stuff, etc). But, TSW is not really an MMO-RPG, but an MMO-ADVENTURE. It has far more in common with URU (the online Myst game) than any MMORPG.
Sure, it has MMORPG inspired elements, but they play second fiddle to the adventure game elements. Character progression is not about becoming more and more competent in combat (there is an element of this, but nowhere as near as you see in MMORPGs where the difference between low level mobs and high level is so extreme) but more about exploration and lore collections. Which is a neat alternative way of measuring your achievements, rather than being a particular level and having a certain gear set.
So, lets discuss how TSW can progress as an MMO-adventure rather than an MMO-RPG. What other sort of progression measurement can be introduced to maintain the feeling of character development (URU had a sort of floating island which you collected things for, kind of like a home)?