Quote:Original post by Ultenth
Some interesting feedback so far, some of which agrees with thoughts I've been having. Attainment being one, but the problem with that is not the Attainment itself, but I believe it to be that the short-term attainments of completing a quest or something of that nature seem so weak in comparison to most people's desire to simply reach the end of level grinding so they have their player at maximum. I think perhaps if something is added that makes players focus more on the journey instead of the final destination they wouldn't ignore so many of the early quests.
Max level is simply a long term goal. The game basically sets a bar for the player to jump over and they know they can jump over it, they just need the time. Along that journey they are encouraged with other minor victories. This creates a stream of positive feedback from the game to the player that the player enjoys and becomes emotionally attached to.
When that goal is out there the focus of the player is on that goal and not story. Especially if that story is just something that the devs made.
Emotional attachment to story is possible but like I already said it really starts with the players feeling like it is their story AND it is ties into that stream of positive feedback.
MMORPGs are easily one of the most emotionally manipulative types of games. While it is far more subtle than other genres the feelings tend to run very deep.
The ability to change the world would be great and an obvious extention of how the player changes their avatar.