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Re: The defenitive solution to the endgame: "gated content"

How does the "traveler of worlds" model differ from anyone playing WoW and keeping that model in the back of their head?

Tonight when I log on WoW, I plan to manage my auctions and perhaps PVP a little bit. Then afterwards I will run a 5 man instance and if the manpower arrives venture out into a 20 man instance.

How does that differ than your model, except for the bit where I can magically transform into a level 5 character or something?

Sure, I'd only love WoW a little bit more if they added the capped / scaled gear for certain dungeons the way Final Fantasy XI did, or had encounters like EQ's DoD where you could basically disembody yourself and roleplay while "personally gaining." Do we really want to reward people for doing things not as-themselves?

I do not see your idea working unless there is a sense of linear progression maintained, because unfortunately humans are linear, and as soon as I "enter all the portals" as a "traveler of worlds" I have hit the endgame where repetition of past content or working on the harder content is necessary.

You can dandy it up all you like, but every MMORPG has a tangible beginning, middle and endgame.

Taking a narrative and hypertexting it, while making it potentially infinite, definitely does not make it infinitely RELEVANT.

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