Level Lock?
I naturally outlevel my casual friends just from more /played time. I'm trying my best to slow down on my Lore-Master in LOTRO, but even my attempt to shift to crafting results in a fair bit of exp while I farm Wargs for leather. I've even passed Nelgdorf and Nazrin by several levels.
Being able to play compelling content together with my friends has been an issue in almost every MMORPG I've played, either because of myself pulling ahead or someone else.
City of Heroes has several tools to get around the problem, including the Sidekick system (which I adore) and now the Leveling Pact (which divides exp between two players, even while one is logged out). CoH's advances have been embraced by EQ2's Mentoring and Final Fantasy XI's Level Sync, but other games haven't adopted the ideas.
There are three reasons why I assume level disparity between friends is accepted (and even preferred) in MMORPG design:
- As Pacing for storyline, leveling is a good game mechanic, but it may be so finely tuned that it just doesn't allow for adjustments like syncing.
- Leveling independently is often considered as a rite of passage to 'know your class'. In other words, it's pacing for character growth. Any perceived boost may be seen by the playerbase as unfair gains: This was an issue in Age of Conan, where many players balked at the mentoring system until it was nerfed past usefulness.
- Level disparity feeds The Vision, which dictates that you should find and group with new acquaintances while you level up so you'll have sticky in-game-only friends at Endgame to make it emotionally difficult to leave the game.
Simpler and more apt for my current situation:
I wish LOTRO had something akin to Vanguard's Reduced XP Gain spell. Basically, some way to lock my level and not gain any exp until my friends catch up. I think nearly every MMORPG could benefit from a Level Lock feature (The Vision be damned).
Imagine players who would like to experience the old pre-expansion raiding content by locking their levels at the old Endgame. Or roleplayers who don't wish to grow up past Hobbiton. Granted, most would probably still prefer to be competitive at the very top of the scale, but what a natural way for developers to stretch content further, via player choice.
And it would as easy as candy to implement too.
I've requested a Level Lock feature via a post on Turbine's suggestions forum. I hope they're listening. =)
Dear MMO Developers: I have friends
I don't subscribe to the theory that gamers are anti-social nerds who hide in their basements and have no real friends. Too many MMORPGs seem designed around that cliché, that we're loners who need new introductions in order to play a social game.
Leveling systems are used as motivation for players to push through content. But players of disparate levels don't mesh well together, so grouping with your existing friends is usually tossed aside in favour of constantly finding new ones. Grouping and guild tools operate as a social introduction system, trying to integrate you with others at the same level.
It was understandable a decade ago. Back when Everquest was released, it was unlikely that your real-life friends would be playing an online subscription game, so you needed mechanics that helped you group with strangers. But now this genre is mainstream and even if players aren't together with their local buddies, they're bound to have strong bonds from other games as they migrate to the newer MMOs. Cross-game guilds are becoming commonplace.
Some games even require a large diverse population for the content to work correctly. WAR is the biggest example so far: if players aren't active and working together in any given area, the content just doesn't work. Players are sorted into level tiers, realms and racial pairings, so new bonds are needed between players even more, if only temporarily for the task at hand. This is supposed to be 'epic'.
But I already have friends.
I'm okay with adding a few new friends now and then, but I don't need a pool of hundreds of them. I'd rather concentrate my time with a few close friends that I can relate to. The 'epic' crowds are more of a sideline interest, I like them there, but not at the expense of my primary enjoyment of simply playing together with my friends. Most of the group and guild tools aren't helping that.
The number one reason I enjoy Endgame is because eventually I end up on even strength as my friends and only then can we enjoy challenging game content together. Unfortunately, most Endgame content then shifts to even larger groups (raiding, warband sieges, etc.), presumably to reinforce the need for yet more new friends.
When Cryptic created their Sidekick / Mentoring system to allow players to pair up and balance their level differences, I thought it would be a paradigm shift for all MMORPGs. I was shocked that Blizzard didn't implement the feature for World of Warcraft's release. I was also disappointed that Age of Conan gave barely more than lip-service to mentoring, it was poorly implemented and quickly nerfed because it didn't match their content. WAR has similar features automated within tiers for Scenarios and RvR, but again it's a limited and half-assed implementation that doesn't come anywhere close to resolving the essential problem while leveling.
I have friends. I'd like to play with my friends, not just chat with my friends while I play.
No wonder Left 4 Dead has had phenomenal pre-order sales, it's a game focused on small groups of players cooperating together. Friends. It's a a shame the MMORPG genre hasn't learned from the popularity of small-team coop games.
MMORPGs should focus on content that allows players to get together in small groups of their own choosing.
Please give me more tools and content to play with my existing small group of friends.

