The Dilemma of Level vs Skill - How Old Became New Again
Summary of the article: Since MMORPGs became a mainstream medium, players have debated the two primary methods of advancement. Which is better? Is it the level-based system that is so dominate in today's MMORPGs or is it the lesser used skill-based system? This has been a strong subject of debate on many forums, blogs, and gaming sites for as long as the genre has existed. This week Cody "Micajah" Bye investigates the two concepts and gathers input from some of the brightest minds in the gaming industry about their thoughts on the two systems of advancement.
Really good in-depth article! Read the article. Below are the quotes from Isaiah Cartwright if Guild Wars is your only fancy, though I promise you are missing some great insight:
On the other hand, NetDevil's Jumpgate Evolution and ArenaNet's Guild Wars are games that focus on level-based gameplay, but both sets of development teams seemed eager to point out the variety of achievements players can explore while they're leveling or after they've reached the level cap. The folks over at ArenaNet had a very interesting take on the dilemma, which is what you'd expect from a team that put together one of the most unique and innovative titles on the MMO era. Here's what Isaiah Cartwright had to say about their initial development strategy: "When making games for a large number of players with different play styles, it’s important to make sure your advancement route has plenty of reward opportunities for all," Cartwright answered. "In Guild Wars, we tried to break the mold a little by having the power curve cap quickly, so high-level PvE and PvP players could focus on improving their skills over time rather than increasing their character’s power over time. In addition to high-level PvP and PvE, we offered many other ways to play the game and feel rewarded—collections, titles, weapon and armor skins, story completion, lore. We played around with different styles and different ways of doing what we did in Guild Wars, but all of our ideas were very different from the normal level-based system." |
Since Dungeons and Dragons, the idea of leveling and raising skills has been synonymous with RPGs of every kind. Although MMORPGs don't follow the same standard rules as their single player compatriots, the style of progression hasn't really changed since its inception so many decades ago. But the developers of today are the best and the brightest that the world has to offer, and if anyone can think up a new system, its the men that I queried to complete this article. ...From the other end of the world, the Seattle-based Guild Wars developer answered the question succinctly, but with a clear emphasis on execution. "There are all sorts of different systems that can be used for achievement in games—skill usage, collection, power over time played, power over real-world time, skill over time, and a handful of others," Cartwright stated. "I don’t expect innovation in every aspect of every game I play, but if you’re going to do something new, make sure you do it well." |