Tag Archives: levelling

My experience with RIFT: third time lucky

Here’s something that would have surprised me a year ago: I just got my first RIFT character to the level cap. (I know, I know, years behind dot com.)

Shimmersand by night

I tried RIFT with some friends for the first time last year, and at the time I was fairly unenthused by it. Sure, it was prettier than WoW, and the souls system was interesting, but really – as I described it to Kris – it was just like WoW except I was a lowbie with no money or resources. (And it was prettier.) Although RIFT clicked for a couple of my friends, as a group we drifted off to some other game — all the while playing and raiding in WoW as our primary game.

Then we tried RIFT again a few months later, and again, it just didn’t stick. I had more fun this time around, because we focused on the elements that made RIFT unique – to wit, we did a lot of rift-closing and invasion-chasing (and world-event-completing), and we spent almost no time questing. Still, RIFT didn’t offer me anything much that I couldn’t get elsewhere, and it occurred to me that I am so done with questing.

It’s not RIFT’s fault, of course — nor is it WoW’s, even. I’ve just seen how quests can be done better, and as a result my standards are higher. First SWTOR missions set the bar for emotional immersion (bear in mind that I’m also a pen-and-paper gamer in a roleplaying-heavy group; although I don’t RP in MMOs, story immersion is like catnip to me). Then TSW missions set the bar for intellectual immersion, being challenging, interesting and largely unique.

I Hope You Like SurprisesBy comparison, the “traditional” (ie WoW-style) questing in RIFT is almost entirely unappealing, and I’ve become one of those players who used to horrify me – I click to accept the quest without reading a scrap of quest text, and I only go back to read the quest in my log if I need more info to complete it. Ridiculously, I feel guilty about it, especially since I used to quietly judge other players for behaving like this. But now that I’ve seen questing done better, in two different ways, the old-school of questing holds almost no appeal for me. (Which is a shame, since then I miss the entertainment value of quests like “I Hope You Like Surprises”, the hilariously amusing quest in Shimmersand.)

This time around, though, I had a mission. I’d seen some preview videos of the upcoming Storm Legion expansion, and I fell in love with the player housing. Sadly I’m unlikely to ever find a player housing system like Star Wars Galaxies’, but a well-done housing system of any sort is a huge draw for me – I spent many, many hours in LotRO making my house and our kinship house look just right. Knowing housing was coming drew me back to RIFT, and I’ve been having enough fun that I plonked money down for the year long subscription with bonus free expansion. It seems player housing was the ‘killer app’ that I needed to turn RIFT from “fun enough” into something I actively look forward to playing.

So here I am in RIFT, level 50 and everything. Oddly, I’m actually looking forward to the process of gearing up, learning the RIFT endgame, and maybe even dabbling in raiding waters.

Sashire at 50

The problem of (no) progression

I think GW2 has a serious flaw, and it’s one that I haven’t actually seen commentators discuss much. To wit: there’s not enough progression to keep one feeling satisfied during the levelling process.

The Swamp

It’s pretty well accepted that a feeling of progression is one of the strongest motivators for an MMO player; that satisfying “ding!” as you level up, gain a new ability point, or otherwise improve yourself. Many, many MMO players focus on the levelling experience and lose interest when they hit the level cap – or they roll another alt to do it all again.

When you start playing GW2 those dings come thick and fast. Every half-dozen kills you’re unlocking a new weapon ability, and there are plenty to unlock, from 28 unlockable weapon skills for the mesmer or thief right up to 64 for the elementalist. 1

Of course, that feeling of progression starts to slow down when you’ve unlocked all your weapon skills — but by then you’re well into unlocking slot skills, which open up at levels 5, 10 and 20 for your regular slot skills and level 30 for your elite skill.

By level 30, though, the future’s looking a bit less exciting. You’ve doubtless unlocked all your weapons by now. All your slot skills hotkeys are unlocked, and you’ve probably maxed out two of your five trait areas by now. And now there’s no more progression. No more cool abilities to come. Nothing new about your class – er, sorry, profession. You’ve seen it all; the gameplay you’re experiencing now is going to be the same for the next fifty levels. Call me hard to please, but level 30 seems a bit early to cap out on class mechanics.

Of course, there are still things left to do. There are more trait trees to spend points in. There are more skill points to earn, which you can spend on buying new slot skills. However, it’s my argument that these are fundamentally not very satisfying.

  • Traits are entirely passive modifications to existing abilities, so they do make you more powerful, but they don’t really affect how you play your character.
  • Buying new slot skills is diversification — horizontal progression. Any new slot skill you buy won’t be more powerful than what you already have, and it won’t be an addition to what you can do — it will, at best, be a replacement for one of your existing slot skills, which you might care to use in a different situation. (Provided you have the foresight to swap it in before you get into a fight, of course, otherwise it does you no good at all.)

To be fair, again, that last point isn’t strictly true; each class gets a Tier 2 elite skill which is probably more awesome than the Tier 1 elite skills. It’d want to be, as it costs 30 skill points and requires unlocking two Tier 1 elite skills at 10 points each. Either way, though, it’s just one last ding somewhere in between level 30 and level 80 (depending on how long it takes you to accrue the necessary skill points), and it’s still just a replacement for one of your Tier 1 elite skills — an alternative, not an addition.

The Swamp

And this lack of progression is compounded by the GW2 downlevelling mechanic, where one is always scaled downwards to meet the intended level of an area. Given the importance of dynamic events in GW2’s PvE world design, it’s certainly essential to stop high level players steamrolling lowbie events and making them meaningless for every other participant — however, there are other ways to do that 2 without making the player feel their progression is pointless. As Ashen said in the comments of a recent post at Blessing of Kings, “What’s the point of leveling up and me getting stronger if the game arbitrarily decides to throw that out of the window all the time?” 3

Levelling up still makes you objectively more powerful — new trait points give you passive boosts, and your attributes increase with every level. But subjectively, I don’t feel any more awesome now than I did five levels ago — I still have exactly the same experience fighting a level 25 mob at 30 as I did at 25. That, in my opinion, is a broken system.

Perhaps I’m missing something. Perhaps there’s progression lurking around the corner and it’s just in one of the game systems I haven’t encountered yet. I certainly hope so, because otherwise it’s pretty disappointing to think that, at level 30, I’ve already experienced everything my class has to offer.

  1. 30 for necromancers, 32 for rangers and guardians, and 40 for warriors, if you’re curious. The engineer is an anomaly at a mere 14, so let’s not talk about them because they spoil my argument.
  2. Such as giving higher level players the option to downlevel in lower level zones; if they choose not to downlevel, all mobs are green, they can’t do events, they can’t interact with resource nodes, et cetera. Kris came up with this one over dinner while we were discussing this issue, and it’s just one possible answer to the problem.
  3. This is, for instance, the same reason Blizzard had to make vehicles scale with player gear in raid encounters like Flame Leviathan – otherwise there’s no sensation of progression because the content never gets any easier.