Original Post
For rather a long period of time, I've played MMORPGs. Every single one, however, seems to fail at the same point - they reward the hardcore gamer, thus encouraging addiction. This may be a good business ethic, but is it an ethical one? I don't think so. As well as this, a very lowly-skilled player, spending enough time, can easily gain enough experience (in game terms) to get to a far higher level than another player, less hardcore, who has far more skill. There are multiple ways of dealing with this, as far as I can see. One of these is to thoroughly rid the hypothetical MMO of levels. However, this would almost certainly drive away many of the target audience, as much of the appeal of an MMO is the ability to gain instant fame simply by that number beside your character's name. Instead I believe that the player's skill should be measured by level, with levels in the traditional sense playing either no part, or being very easy to raise, and having a low skill cap. This should apply to equipment also. For example, if a player is relatively skilled at the game, then they will earn experience quickly, due to being able to kill creatures easily. This experience will not contribute to the player becoming stronger, but will rather contribute to the player's "rank". The player, due to weapons having little effect on overall strength, will easily be able to experiment with different professions, decided by the weapons wielded and the skills equipped. Likewise, the player's skills will not increase by a very significant amount, but will nonetheless be easy to make stronger, through the player learning how best to use those skills. To conclude, I believe that players should be able to easily become of equal strength to the strongest players, yet should not be disadvantaged because of this, and that a new player with skill should be able to be more well-known, and of higher rank, than a hardcore gamer with very little skill. -Delphinus