I was writing an entirely different post this morning and stumbled upon this rather interesting idea that forced me to stop and think: Why do players always want to level so quickly? If you think about it, that’s really a great question that singlehandedly carries massive influence in a game’s design.
There have been times in the past when I actually wished I could level slower. That seems counter intuitive because we’re conditioned so strongly to want to advance, become more powerful, gain new abilities, and see new locations. We want to chase the carrot. But do we really? I can remember how I felt leaving a dungeon after spending 10 levels there; It’s that pulling feeling attached to that pit in your stomach that longs for you to be able to just stay one more level.
Can MMOs be designed to encourage players to want to slow down? Key there is the ‘want’ since we recently explored ways that developers can force a slower experience. Can there be multiple carrots and the player be allowed to catch one carrot every day and enjoy?
I’m thinking back again to my experiences where I actually didn’t want to level and I think it was because I didn’t want to have to leave what became comfortable and familiar. I like the idea of coming to know a place well and staying there for a period of time. I liked the loot (rare items or currency) and maybe the spot where my group pulled monsters. I think the settings were always nice as well. Perhaps most of all I was scared of moving on. I didn’t know what came next and the comfort I felt was from already having my current situation ‘figured out’.
Old school MMO vets will really ‘get me’ here. Remember when you leveled in a place and were getting great experience? I can think of a perfect example: Unrest. I stayed there from 16-24. When the moment to grew close and I started thinking about leaving I realized I didn’t know where to go or who I would group with or how quickly I could settle into my new routine. I didn’t want to leave. I wished I could stay there forever. That is the magic.
Moving beyond the ‘feeling’ and psychological side of this discussion, the biggest reason people want to move on so quickly is that MMOs today aren’t designed to really ‘begin’ until the max level. Simple solution: Make the game start at level 1. Have the game actually be about the leveling. Kids today will probably look at me like I’m trippin on something wack (do kids still say that?). Yep, I’m trippin on the best wack there is: The journey. Leveling should be fun and you should be sad when it ends and want to start a new character or wait until the journey is extended once again.
I’ll continue this discussion in my next entry.