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Anybody who has even scratched the surface of any core MMO community has heard the above exchange-- the jubilant one who has leveled up and the enthusiastic(?) praise of his comrades. Now, he-who-has-leveled-up gets access to new powers, gets to go new places, do new things, and(usually) have more fun as he discovers more of the game. After many more of the aforementioned level-ups, he-who-has-leveled-up reaches a pinnacle of power, a max level and(usually) has the entire game at his fingertips.
Most people, when they purchase such a game(or any other typical RPG) are ready for the fact that they are not capable of joining their(likely) higher-level friends on a raid or in high-end player versus player combat. In fact, several of them never see their friends before they get to join them in such activities: sometimes the friend simply leaves the game. This is a terrible dissapointment for the joinee, who either has to find a new group of friends, endure a solo existence or waste their money and quit.
Now, don't get me wrong here-- I'm not a casual elitist. The emphasis is placed on the end of the game for a reason: because it's simply not possible to make every other level as deep. Everyone eventually hits the end of the game, and they can't advance until the developers say so. This is an eventuality.
But the term 'grind' exists, and is a terrible, ugly reality for many MMORPG gamers out there. It's the pitiable state when a character has gotten past the idyllic innocence of being a total newbie, but has not yet become a grizzled content-devourer. It's leveling up.
And that, friends, is today's topic: leveling up.
Do you adore the trip to max level, and cherish the memories and friends you make on the way?
Do you despise the massive road block to the REAL part of the game, this nigh-insurmountable obstacle that's placed between you and fun?
Perhaps you want to share your opinion on alternatives. Do you think there's a better way that the players could get to know their class before they hit the end of the game?
Anybody who has even scratched the surface of any core MMO community has heard the above exchange-- the jubilant one who has leveled up and the enthusiastic(?) praise of his comrades. Now, he-who-has-leveled-up gets access to new powers, gets to go new places, do new things, and(usually) have more fun as he discovers more of the game. After many more of the aforementioned level-ups, he-who-has-leveled-up reaches a pinnacle of power, a max level and(usually) has the entire game at his fingertips.
Most people, when they purchase such a game(or any other typical RPG) are ready for the fact that they are not capable of joining their(likely) higher-level friends on a raid or in high-end player versus player combat. In fact, several of them never see their friends before they get to join them in such activities: sometimes the friend simply leaves the game. This is a terrible dissapointment for the joinee, who either has to find a new group of friends, endure a solo existence or waste their money and quit.
Now, don't get me wrong here-- I'm not a casual elitist. The emphasis is placed on the end of the game for a reason: because it's simply not possible to make every other level as deep. Everyone eventually hits the end of the game, and they can't advance until the developers say so. This is an eventuality.
But the term 'grind' exists, and is a terrible, ugly reality for many MMORPG gamers out there. It's the pitiable state when a character has gotten past the idyllic innocence of being a total newbie, but has not yet become a grizzled content-devourer. It's leveling up.
And that, friends, is today's topic: leveling up.
Do you adore the trip to max level, and cherish the memories and friends you make on the way?
Do you despise the massive road block to the REAL part of the game, this nigh-insurmountable obstacle that's placed between you and fun?
Perhaps you want to share your opinion on alternatives. Do you think there's a better way that the players could get to know their class before they hit the end of the game?