Anyway, if someone could come up with a good way for different "levels" to play together in more MMO's i'd consider it!
Yeah, I'm working on that in the back of my mind.
The problem, as I see it, is one of market model and not a fundamental problem with achievement-based games. Long before MMORPGs existed, MUDs were doing a steady business in the "kill monster, get loot" arena and they attracted dozens and sometimes hundreds of players at once. There is a substantial market for these games. Add 3D graphics, thousands more players and glowing weapons and people are prepared to pay monthly fees for that stuff! (Yeah, I know that was a massive simplification
).
As the developer/distributor of an MMORPG, you want as much money as possible; in part, this is because you want to make more cool stuff and that's not happening for free, but also because these are big businesses with shareholders that need pleasing.
So, you charge a monthly fee for this stuff. As soon as you do that, a small percentage of the market won't touch your game but that's okay... it's only maybe 1 in 20 who'll say that.
What'll keep people paying that fee, month after month? That's what the achievement game offers: more kit, more levels, more power, if only you stay on for
one more month... oh and if you hang around for another two or three months see all this
other cool stuff you could get.
Of course, after a while, people also become highly invested in their avatars and the game becomes hard to put down because they've got so much put in that they don't want to just drop it; after all, it doesn't matter if you play once or a thousand times in that month, it's the same fee. When you've put 300+ hours into something, would you just want to walk away?
What else would make people pay, month after month, to play this game? Answer that and you'll probably have yourself a viable alternate MMORPG mechanism.
Personally, I'd prefer to drop both the "massively" part of the acronym and, with it, the need for monthly fees. But then I'm not going to be selling any game concept I come up with to EA or Blizzard or whoever...
So, if I'm ditching the need for massively multiplayer and, with it, the fees to support it I guess I'm going to have to focus on player investment in the game and their character.
If I do that I uncover a secondary problem that I find in MMORPGs that every player is born equal into the world and, as such, can experience all facets of the game as if it had just launched. As a result, nothing really changes. Sure, there are patches and problems are resolved and loopholes are closed, but the prime substance of the game remains the same throughout. Change in any substantial way is a huge problem for the MMORPG because change brings about the possibility of it ending... and ending means no more cash from your subscribers for this thing your company has invested millions in.
Now, it's not that I think that players shouldn't all have a fair crack at "being the best" at any particular point in the game, whatever "best" might mean, but that change is inevitable and just stalling or stopping at some point is a crap ending for a game.
I'd like to build a game that actually embraces change, accepts it as inevitable and, with that, accepts that the game will have an end. Maybe the game is iterative, running cyclically like
A Tale in the Desert? That's pretty neat.
I'd like to build a game that takes player input and uses it to form its future; not necessarily in terms of players building things and these becoming somehow mandated but more in terms of player actions defining the flow of the game. Say the evil ones attack a town... if the players successfully defend the town, maybe it becomes more of a fort afterwards... but if they fail, there's just burnt out buildings and the place becomes haunted by the souls of the lost peasants.
In such a game, where change is not just accepted but encouraged, character death could become a possibility. And if we're accepting character death, then any advancement in the game needs to be relatively bounded. Maybe characters fall into three or four tiers, depending on
player experience with the game? Think something like "green recruit", "regular soldier", "battle-hardened veteran", "heroic elite"... as a new
player you start at the lowest level, "recruit", just getting used to the game and learning the controls and the way it all works. Your character builds up and you learn more about how the game works and so you both step up to "regular" status. Over time, you get even better, more experienced, and become "veteran". Maybe then your character is killed in some heroic battle, some valiant stand against the forces of darkness... and when you next generate a character you don't come back in as a "recruit" but as a "regular". Or something.
But the difference between "recruit" and "regular" isn't huge. It's something like 25%... 50% tops. And the same between "regular" and "veteran". So your mates start playing 3 months down the road and you're in there as a veteran and they're recruits... but that's okay because you're only about twice as good as they are and, as such, they can mob up and still be pretty effective against the forces of evil.
I'm just kicking these ideas about... don't have a certain plan there. I also feel that there's no way that such a game is going to fly, commercially. But as a small scale project, done MUSH style, it could easily work. Easily, I tell you.