I was having one of my regular MMO discussions with a friend yesterday when we brought up a subject that started to make a lot of sense. MMOs didn’t used to be about the loot; sort of, but not really. The following are just thoughts we came up with while having this discussion.
We started thinking about a few examples of the older games we played extensively, and tried to identify in as few words as possible why it is we played — what was our drive or our reason for logging in each day.
Ultima Online – We were essentially living life. We made houses, started careers, accumulated wealth, and everything centered around making the act of living life easier.
Asherons Call – The world was constantly changing and we wanted to see it evolve; all about seeing what happens next.
EverQuest – Building relationships and creating dependencies on others was what kept us logging in. EQ (before Velious) wasn’t about raiding or looting as much as it was seeing how far we could advance and what challenges we could overcome.
Dark Age of Camelot – We lived in the world to defend our realm.
Loot can’t be the focus in a MMORPG that is going to recapture our attention. An MMO can and should have loot; we decided to nix the idea that maybe an MMO didn’t need loot at all, but can’t be the center where all roads lead.
When loot isn’t the focus, the other aspects of the game suddenly because exponentially more important and visible. There’s a reason players don’t participate in things like exploration, socializing, housing, or care about things like “realm pride” anymore. Those things do notÂ actively drop epics, nor should theyÂ because that doesn’t make sense.
An MMO without a focus on loot is set free to be so much more. Design becomes a slave to gear when too much focus is placed upon it.