http://www.gamasutra.com/features/20...orens_01.shtml
To quote some salient observations:
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Problem #3: Advancement-holics Anonymous ... This misplaced focus [on problems other than the central issue of boring gameplay mechanics] reflects one of the problems of the genre: issues related to advancement comprise the bulk of the discussion because the game’s appeal comes almost entirely from character building. In fact, designers treat it as the game’s ultimate goal. Everything else—quests, game mechanics, social interactions—are an often undesirable means to a desirable end; namely, acquiring levels and loot. Players have learned that the best rewards in a PEG always come from burning through the game as quickly as possible. Nothing in the game is worth experiencing for its own sake; if it doesn’t give experience or loot, it’s a waste of time in players’ minds. Designers, unfortunately, make little effort to discourage the player from thinking otherwise, as they put very little content into the game that is worth experiencing for its own sake. In other words, they encourage players to play this way. This model is the exact opposite of single-player games, where character advancement (skills, items, levels, etc.), though still a reward, is primarily a one of several tools the player uses in his primary task: advancing through game content. |
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Problem #4: Making Players Feel Ordinary ... The second problem (particularly prevalent in games with strict level-based advancement) is that as a player’s controlled entity grows more powerful, the challenges he faces grow more difficult, making the advancement seem worthless. For example, the player can typically dispatch enemies at the start of the game with ease. However, as the game progresses, the relative strength of an appropriate enemy increases, making analogous battles lengthier and more difficult, despite the fact that the character is now many times more powerful than before. This design makes players feel as if they are running in place (hence, the “hamster wheel” analogy), or even getting weaker as they “advance.” In many cases, game balance and the reward system make the player feel forced to group with other players, further increasing the feeling that no matter how far a character advances, it will always be weak in relation to opponents. In a game where gaining power is the primary goal of the game (problem #3), this design flaw is significant. Even more egregious is the use of similar enemies at various stages of advancement. If a player’s character kills a deer easily at Level 4, why, after twenty levels’ worth of advancement, is it terribly difficult to kill a nearly identical deer in another location? This situation makes the game and its advancement system feel absurdly and unnaturally mathematical. Furthermore, a player can spend months trying to obtain a special item, but even when acquired, that item typically increases the character’s power by only a fraction of a percent. In this case, advancement is not only purely mathematical in terms of gameplay effect, but to add insult to injury, it is also mathematically insignificant. |