One way classic MMORPGs have directly attempted to eliminate the disparity is through the introduction of an “end-game”. I argue that many existing and popular MMOs choose to try to eliminate this disparity and in so doing compromise the very foundation of the player experience they originally sought to create. It’s hard to understate how important of a decision this is, as each road will lead you down a path to vastly different gameplay experiences. They can either choose to try to eliminate this disparity or choose to embrace this disparity. In my mind, an MMORPG designer can choose to walk one of two roads. These three problems all stem from the same underlying situation: disparity of progress relative to other players.
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