When MMOs were still in their infancy — actually, before they were even called MMOs — I used to have a serious problem making multiple characters and struggling to choose which one to play. People called this being an ‘altaholic’ or having ‘altitis’.
Being an altaholic, I wasÂ constantlyÂ swapping characters without being able to choose which was my favorite. I would play levels 1-10 or 1-20 multipleÂ a dozen times. Eventually, I would settle on a character I enjoyed enough to take to max level or close to it.Â Every class was so unique and set apart from the others.
I have memories of spending countless hours trading items I accrued onÂ one character to swap them over for items for another. In other words, I was a decked out warrior and I would swap my gear with other players to be a decked out wizard. Often I would make equal or better trades for the same gear. In fact, I think my worst case of altitis was one weekend in EQ where I ended up swapping Druid gear for Monk gear, then to Warrior gear.
I LOVE twinking. What is twinking? I forget the term is practically lost to this generation. Twinking is when you give really good items to a character that would never have been able to obtain those items naturally. In EverQuest it’s like giving a Smoldering Brand,Â a Short Sword of the Ykesha,Â Flowing Black Silk Sash, etc., to a level 1. If twinking were really a thing inÂ WoW, it would be equivalent of giving top tier raiding gear to aÂ level 1.
Just this weekend I spent two whole days twinking my Bard. I farmed plat on my Magician, sat in Commonlands tunnel, and auctioned to buy gear. “WTB Mistmoore Battle Drums and Lambent Armor!” I’d have a few trade macros to advertise my interest. I’m almost to the point where I just need a few more pieces for my Bard and he’ll have the best stuff he can wear outside of raiding. The result? He’s WAY more fun to play.
Let’s analyze this for a second:
- I enjoyed so many different characters that I couldn’t decide which to play
- My gear was shared across my alts
- Time spent on some characters was spent to enhance or advance other characters’ gear
- Playing through the content multiple times wasn’t a deterrent
- I could trade almost everything
That sounds nothing like the MMOs of today. MMOs today are the antithesis of such features. Often only one class is interesting since they’re all the same, gear is bind on pickup, content is so linear and exact that playing twice is mundane, twinking is unnecessary since everything is ridiculously easy, and economies are almost non-existent.
While not something I can simply point to an say, “Do this and your MMO will be great,” it’s definitely something worth noting. Isolating what we like(d) about the past games and trying to see how those features or systems intermingled with the rest of the game’ design can really shed some light on how we’ve lost a lot of depth and meaningful gameplay in today’s MMO designs.