Constant Progression
Monday
Mar 30, 2009

Why is it that in order to feel as though we are not wasting our time (even though in the end that’s probably exactly what we’re doing to some extent at least) we as players require some sort of forward motion, some sort of linear progression that we can physically see. When you get to the point that there is no more progression players tend to wander away and find something else to do with their time. You can see this all of the time in EverQuest II, where players have become bored with their progression and feel as though they have ‘beaten’ the game. When I first started playing, there was no such thing as ‘beating’ an MMO, it was unheard of. They were mass stories that never ended. Now though, it seems they have an ending.
Each ending differs based on what that particular person feels is their ‘final goal’. It could be taking down the most difficult raid encounters and gearing up a character as well as you possibly feel that you can, or it may be something simpler like hitting the level cap. For others it may not even come to that, but is simple a ‘feeling’ you get at some point during the game that you have done all there is for you to do. Because everyone’s play experience is different, the ‘end’ of a game is also different.
In EverQuest, this need for progression can be seen through the years if you take a look at each expansion. Sure there is the very basic upgrade that includes gear and new achievements to be unlocked, an increase in levels to obtain – but even the very basics of the expansions themselves all follow this line of upward movement.
Think back to The Omens of War. There was only one zone that required and sort of progression per say, and that was Asylum of Anguish (which has since been reduced and you now only need a level requirement met to enter). You had to collect seven signets from groupable NPC’s and then complete six raid trials within Muramite Proving Grounds. There were ways to piggy back into the zone, but it was still difficult. Now move forward to Seeds of destruction where there are themes to be completed in a particular order, items unlocked on vendors if you complete these quests, and you gain access to more versions of The Void as you complete the themes. In previous expansions there was also this method of progression that players could follow in order to ‘unlock’ the harder content.
While I personally don’t mind this type of progression, I can certainly see how over time it may become boring to players. The story may be different, but you’re basically doing the same thing over and over. You’re doing tasks and missions in order to unlock future content and gear. You’re gaining alternate forms of currency (chronobines anyone?) and since The Serpent’s Spine released back in September of 2006 even spells are tiered towards progression. While players are quite used to this in EQII as the game released with different tiers of spells to obtain, EQ started implementing it 7 years after the game had been out.
Thinking about it, I don’t know if I’d be comfortable playing a game that didn’t have some sort of progression of some sort. There needs to be a ‘point’ to a game (at least for me). If you’re not bettering your character, what exactly are you doing? Am I alone in this thought process or do others feel that in order for a game to be satisfactory to them, they have to be working towards some sort of laid out progression? Are there gamers out there who toss aside what ‘rules’ the game has come up with as far as progression and wandered down their own personal paths of what progress is to them? Are there games out there that even allow you to do that? Inquiring minds wish to know!
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