» Mon Jun 15, 2009 2:57 am
If there's a lesson to be learnt from the plethora of MMOs that have been churned out since WoW, it's this: All the fantastic end-game content in the world doesn't mean diddly squat if your levelling experience blows. At the end of the day, it's better to lose the 5% of your population that powers straight to max level and then gets bored than it is to lose 40% to a boring-as-hell levelling process.
Make it interesting, make it dynamic, make it varied. Grind quests have their place but so do events, instanced dungeons / encounters, exploration, crafting, PvP, etc. Mix things up a bit and never saturate a particular zone or area with too much of the same thing. The biggest thing though really is just to slow it down. Too many MMOs make levelling too fast, which just results in a bunch of bored max level players and a bunch of skipped low level content. Players should be encouraged to run dungeons multiple times while levelling, to spend a bit of time PvPing, maybe farm some mats for crafting.
At the end of the day, most MMOs aren't going to ship with a fully developed endgame. It's just not really feasible. If players enjoy the levelling process though, then they engage with the game, and when they hit max level they're more likely to roll an alt if they're bored, or come back if Patch 1.1 injects a good chunk of content, as opposed to just quitting altogether.
For my part I think that an MMO's endgame is critical, but that it still needs to be built on a very solid foundation of an enjoyable levelling process. Maybe you'll sit and sigh, wishing that I were near
Then maybe you'll ask me to come back again
And maybe I'll say "Maybe"