The only MMORPG I have ever played that had an end game was Star Wars Galaxies. That was only because your professions were actual professions. I remember having a doctors office by the tuskan fort. I would sell buffs and heal wounds, and made a good fortune on it. I was well known on the server for it as well, just like certain musicians and dancers were well known for what they did. I also remember that if you wanted the best weapons this side of the galaxy, you shopped at Froxx’s.
Every game I’ve ever played other than that was just a grind out, and the only ‘end-game’ were expansions.
Oh, such fond memories of SWG!! Among other details, I remember all the work and planning you had to do to prepare an expedition to the unknown (supplies, ammo…), the political and economical scope (run by the players themselves), things like you had to milk and grow your own mount (you could even prepare bizarre drinks and even posions using your mount’s milks)… Possibilities, possibilities, millions of possibilities in a real virtual world (until SEO screw it up to attract WoW kiddies…).
One of the things that SWG (and Ultima Online, and EVE, and AC…) showed us is that the only viable way for a MMORPG’s long term sustainability is:
- Give as many possibilities and freedom of choice to the players in the way they interact with the others (including open world PvP), with their own characters and with the world.
- Create a world which is lore-rich and with great capacity of interaction (personal history in a MMORPG is an obscenity as your character’s history should be his/her biography in the virtual world, in this sense a mechanic like a personal diary with all your adventures registered in it would be a win. (Instanced) Personal history only serves to cater to the carebears (who have a lot of responsibility in the dumbing down of the genre) and their logical evolution, the solo players (I insist in that some people should never have started playing MMORPGs in the first place, their impact has been atrocious)).
- Player run economy and politics.
- Give the outstanding players the possibility of acting like Dungeon Masters (design their own content).
- The content must be challenging in order to promote socialization and dependance among community members (people must need each other and, after all, one of the main reasons one comes back to a MMORPG is the community. On the other hand, catering to the “Han-Solos” is never gonna be a solid long-time investment).
Of course, I’m talking real MMORPG stuff in the sense of a real virtual world, and in order to make this work you need an imaginative playerbase with a penchant for real challenge and brain stimulation.
The (apparently commercially succesful) alternative is to create a dumb arcade under the MMORPG acronym where you mash the same rotas in scripted fights with slightly small variations (like following steps in a cooking recipee) in a pure hamster-wheel dance under the sensation of progression (your gear numbers increase just to go back to the position you were originally in, creating power creep in the process..). A lot of people find this model the paramount of strategy, I find it an insult to intelligence. By the way, WoW is been the only game that has succeded in this design model, right? (anyhow, they keep making clones of it…).
Well, as I said, I’ve taken my decission: themeparkers to your hamster wheel, bon voyage and look forward to not come across your breed never ever again. True RPs and sandboxers will have some joy in the near future (hope they won’t screw those promising games as SOE did though)