To be honest, I think level-grinding has become so second nature to the older players of this game that it can be hard to appreciate just how much toil it actually is. It is, in fact, pretty much toil to level up in most RPGs, it's just a matter of the RPG fooling you. SK makes very little effort in fooling you. In the case of WoW, which fools 90% of people, I'll save you some space Adder:
It's all based off of a frequent work ---> frequent reward system, a system that acts on most minds similar to something like heroine. Hence the game's popularity. The kind of system they use may be impossible to implement given the current nature and shape of the game, but certain ideas from it may be useful to the game, I think? Leveling will always be a relatively mindless activity, as it is in any RPG. It's fine that you don't want to make it any shorter D, but making it more palatable (in the sense of creating a more fluid, addictive, and less frustrating experience) is definitely a worthwhile ambition (which I'm sure is being pursued.) With that said:
In WoW: Player talks to NPC. NPC gives quest; quests are one of a handful of menial tasks which repeat themselves over and over throughout the game, nothing special. The key however is that even this small variation in objectives exists, which is enough to keep the average mind mildly entertained. The lesson you might derive from this is the slight, repeating variation in purpose/activity. At the end of these quests is a quick but seemingly substantial reward: a piece of EQ slightly better than your last perhaps, gold, significant XP, etc. Enough to move some reward juices in your brain.
Compare this to current leveling in SK which is simply marching out to some player-recommended, mob-filled cave that you endlessly kill things and sleep in again and again until you are rewarded, in far longer intervals, with a level. This is rinsed and repeated without variation (except for the acquisition of new skills) until you feel it is necessary to find a cave with slightly stronger NPCs to kill. Speaking as my current character in terms of small rewards, my character has been using the exact same chance-found weapon since about expert level, and up until recently was wearing the exact same armor he wore since apprentice. That is all from many, many hours ago.
*These quests are also used skillfully to introduce the player to every area, with minor quests exploring the little nooks of areas and major, more over-arching quests exploring large structures as well as, most importantly, eventually forwarding the character to a new area (or sometimes, giving the option of one of several new areas) to begin more quests in. These quests also introduce characters to the purpose of areas and their histories. **** I think this sort of thing can be very important for a game. SK, with its development staff, obviously doesn't have the time to code in the amount of quests that would be necessary to change the entire format of the game to some kind of WoWish format. That's not my suggestion as it's clearly absurd. However, maybe a series of these more over-arching quests, which in turn might direct players amidst leveling to going to new cities, countries, unconventional places (i.e leveling zones and puzzle areas), what have you, along with learning various things about the world, well it strikes me as a very nice possible project. It would be something intuitive that all players would be inclined to go through, i.e not hidden behind a bookshelf or requiring any large amount of PC help in going through.
In the past, PCs filled everything out anyway. They told you everything and made everything easier. When the average count was double this size, the system was sufficient for me at least just because meeting/grouping with other lowbies and interacting with them (especially the good ones) was fun and interesting enough. We are now looking at a game that is trying to recruit more people while having few, and it can't really rely on that stuff anymore imo... so more self-sufficient and intuitive methods for progression seems like a good idea.
Last edited by Enishi on Wed Jan 16, 2008 12:15 pm, edited 2 times in total.
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