I decided to make a druid. Hunters are Okay I like my Hunter. I think Hunters in general are ... in a decent place right now. I'm not jumping up…
I touched briefly on the idea of character advancement in yesterday’s post, and I think it warrantsÂ further discussion. Â Right now MMOs seem to have one common theme: Pick a class, quest to level, unlock all abilities, then do end-game activities to get loot toÂ make your abilities better. Â That’s the gist of character advancement. Â If IÂ were responsible for looking at how characters would advance, level up, improve, etc., in a MMO here’s what I would do.
Play-style should radically change based upon one’s chosen profession. Â I use the word profession in its truest sense. Â Wizards being blacksmiths, blacksmiths being thieves, everyone being everything, it just doesn’t make much sense to me. Â Professions require extensive training, prolonged study, and practice. Â I like when players need to specialize and choose a path. Â Be one thing, and have the game be capable of supporting whatever choice you make by providing a unique and 100% fulfilling experience.
Blacksmiths should become better blacksmiths by making weapons. Â Thieves should become better at stealing and moving about undetected by actually trying to do so. Â Warriors wanting to increase their strength and skill with a blade should have to go out and slay beasts. Â I like when I see that my character has become better at using swords because I have actually used a sword. I’m not a believer in universal advancement or “choose where your point goes” systems. Â If you use a sword and gain a level, why should you be able to increase your armor value? Â I’m not saying that everything should make perfect and realistic sense — it’s a game after all — but these things are capable of being great gameplay mechanics. (more…)