Pondering it over some more, I'm thinking the problems with the normal "endgame content" can pretty much be brought back into two:
- No more rewards. The usual structure for RPG games is that overcoming challenges rewards you with means of making your character stronger. Once your character is maxed out, this structure breaks down. Thus, engame content needs to come up with new kinds of rewards. Unique titles, novelty items, your name on a statue, the satisfaction of knowing you made a difference, etc. etc.
(Note: In a lot of MMOs, like WoW, once you reach max level you can continue to get stronger by gathering better equipment. Thus this is IMO not 'endgame', but just a 'second stage' of the grinding. You're still improving your character, only by getting equipment instead of levels now. Which brings me to the second point:
- Splits the game into "before" and "after". If the endgame content is something that's pointless to participate in until you're max level, you basicly create two different games: one for the max-level players and one for the not-max-level players. This has the very real danger of the first part (the grind to max level) becoming just a boring and pointless means to the end of reaching the endgame content. Best example here are the WoW players that tell me the game doesn't really start until you're level 70. (Now 80, I guess.) Apparently, for them the grind through the levels is just an obstacle to get to the fun part. While ideally, the grind through the levels should be the fun part, otherwise why even have it in the game? Thus, endgame content needs to be open to all levels. Ofcourse, a level 250 player should still have an appropriate advantage over a level 200 player, otherwise we're still making the leveling part pointless.
iceaxe68 wrote:Get the story moving so we are focused on what is happening and how we can contribute or affect it
Now, as for the 'events that can change the world', I've been thinking about how to implement those in practice and came to the following:
The events that progressed the story that we've had so far had two major flaws. Firstly, they only lasted for a few hours, maybe a day, or rarely a week, and then they were over. During the templebuilding event, everyone was digging or fighting in the Old Lands. During the Halloween invasion week, everyone was killing invasion kitin. Everybody's contributing to what's happening as long as the event lasts, but that's only a week or two, and after it's over there's several months of pointlessness again until the next such event. And secondly, our actions during those events didn't actually accomplish anything beyond the personal rewards we got. The temples would've been built at the end of the event anyway, and the kitin would've disappeared after the Halloween week anyway, no matter what we'd done. There's no real incentive to 'change the world'.
So I'd propose another way of moving the story forward. (To complement those events as above, not to replace them.) Set us a task, and don't move the story forward until it's completed. No matter how long it takes, no matter who completes it, the change in the world doesn't happen until it's completed. No time limit after which the devs do it for us, no making it easier if we don't succeed in a week - Any of that just totally nullifies the feeling that
we are actually changing the world.
In it's simplest format, this would look something like: "A new tunnel between Zoraï and Fyros lands will be built once 10 million pieces of soil have been dug out." Or a new boss could be placed somewhere, guarded by hundreds of superminions that are impossible to seperate from it, but as soon as the boss is killed (just once) it disappears forever and affects some change in the world. A choice element could be incorporated by setting two related goals and whichever is completed first is the only one that takes effect. For example, I think a good concept for the first such task would be: "As soon as the whole server gathers X pieces of this special wood, and crafts Y construction elements out of it, a new outpost will be made active. The players get to choose which outpost by choosing where to turn in their materials."
A lot of fluff can be added to these to make them more fun, and the more the better ofcourse.
But in essence they can be as simple as "gather/kill/craft X of Y amongst the whole server to built a guard tower here". The real importance is that the guard tower then actually
stays there and
does something afterwards, but not until we've completed the task.
It's okay if these things take months to complete - The goal isn't to give us something to do 24/7 for the week that it lasts, like the bigger events, but to give us some way we can contribute to advancing the story at any time we feel like doing something else than leveling. Ideally we'd have about a dozen of these goals 'open' at any time, with new ones being implemented as old ones are completed, so players can choose which one they'd like to work on. Would you like to help build that new Tryker town, or that new Fyros bridge, or to clear that canyon of cuttlers, or to push the Goo back from that ridge, or... etc. etc.
This got a bit longer than I intended, sorry, but I wanted to cover my bases.