I definitely beg to differ. Most mainstream games have quite a bit of content (by ways of quests, dungeons, zones, colorful NPC textures ect) and few if any pique my interest or the interest of those who aren't entertained by variations of get group, find instance/spawn point, kill things, hear NPC tell you how wonderful you are, && repeat. No number of pretty dungeons will intrigue someone whose primary concern is pvp, and no well written storyline will ever give a player who does not even read the text any form of satisfaction. To satisfy a player, the style of play must match their own tastes, and not all players even care that an NPC has a realistically scottish accent, or a two-day-to-read backstory.
Interesting turn this thread has taken, with the economics. I never would have expected that one phrase to spur such a discussion. But it's all for exploration of ideas and stimulating imagination anyway, so it's all welcome.
I personally hate global auction houses. I feel that it removes something interesting from the game, when your prices are automatically shifted toward equilibrium for you and your items are emailed to their intended recipient. Travel is important in any game that wants pvp to play an important role (nominally WoW, certainly EvE, ect). If your desired item is across enemy territory, the need to get there safely provides opportunity+incentive for excitement, cooperation with escorts/fellow tradesmen, and a bit of exploration if you've never been there. It also means you can turn a profit by taking a risk others might not have the means or desire to take. Likewise, since prices are localized and not automatically shifted towards global equilibrium, you can profit by buying low+selling high. You're also only competing with local buyers and local prices, not the whole world.
You lose all of that with a global auction house. It's an added feature that strips overall depth, and thus I hate it. I don't, however, mind players knowing where they can shop and make a profit. I don't mind "reserving" an item so that it isn't gone when you get there, either. But I do believe that for a player to get the maximum benefit of something, they should put at least a little effort into it. I think players knowing where profits can be made creates an opportunity for 'expiditions' of a sort (group with friends/comrades, set out for money) without requiring vast information networks that simply wont form in small-time games.
[quote name='AceSteveC' timestamp='1314009764' post='4852216']
We don't need alternate ways of leveling. Your suggestions are like "make work" projects governments do to get people off the unemployment lists. We need content. There's no shortcut, there's no cheap way, there's just content, well written content with as much variety as possible.
There's no magic to it if you don't count great writing, great presentation (like TOR's 100% audible speech) and a bit of ingenuity in the mission design and no short cuts in the engine design that limit mission design.[/quote]I don't mean to say that these things aren't important: they are. But not to the exclusion of everything else. A player who only enjoys manipulating markets and establishing economic control wont ever see or care about the amazing mission involving a dragon raid on a town, no matter how well designed it is. It's outside of their interests, so they wont be satisfied by it. The idea behind this alternative leveling is to allow that player to feel progression and achievement in the same manner as someone who is delving into dungeons or running NPC quests without being forced into a playstyle that they do not enjoy.
I would argue that depth and variability is the most important thing. Players will chew up new content faster than you can make it. But a deep and dynamic system can yield experiences players haven't yet had, which is arguably the goal of new content - new experiences. I merely want to match those experiences to their desired playstyles.
If by content you mean more than just zones, dungeons, graphics, stories, ect, if what you mean is "things to do" or "ways to play" in general, then I wonder how this concept is contrary to that?
[/quote]
Mainstream games have limited variation on available content. Gear, quests, experience, battlegrounds, instanced dungeons,half arsed crafting. That is pretty much it. They seem to have been dumbed down for ease of access of new players. Now that we have these new players we need to give them a better game instead of the same old stuff. Make crafting more meaningful and competitive by designing a system that requires more thought. WoW'ish games are farm resources or go to AH and buy what you need to grind up the next ten points of skill. That doesn't take thought. It isn't fun in my mind. Why do we even need a complete recipe list ahead of time? I guess I enjoyed something more like Ultima Online where you had to figure out what resources were required, it wasn't just written down for you, and if you couldn't figure it out yourself you had to seek help. Thus forcing communication between players. I know that system isn't perfect, but what has become of crafting in WoW/Aion/Rift/etc I just don't find overly successful. Killing off the global market may make crafting more enjoyable again, but the crafting system itself needs alterations.
The content required isn't more quests, more instances, or more battlegrounds. The content required needs to be meaningful gameplay options to the individual and the community.
Bring back meaningful PVP a la RVR Dark Age of Camelot style.
Bring back player housing/city building a la Star Wars: Galaxies/Ultima Online(but more than just houses alone).
Kill the global marketplace.
Kill the gear grind.
Open up acquisition of goods to player's direct involvement. Gather resources, craft everything, don't loot gold/uber gear from dead animals.
Make gear break through use, repairs only so long.
Provide professions outside of fighting/crafting gear alone
Finally: Lessen the power curve. Allow players to actually enjoy the game right from the get go. Don't force them to grind for weeks before they can even compete and have fun with their high level friends. If they want to PVP to level they can. If they want to PVE to level they can. If they don't want to level at all they can pay for escorts through dangerous areas, make the trip alone, or never leave the safety of cities and become crafters/traders/etc.