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Posts with tag muds

Breakfast Topic: If you could de-level your main, would you?

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I've been playing a good bit of Disgaea 2 on my PSP lately, and I'm frequently impressed by the depth of some of the game's mechanics. As a strategy RPG, it features the typical characters, levels, items, and so on. However, it also offers you the option to reincarnate a character at level 1, retaining a portion of his or her stats. A player with enough patience can repeat this multiple times, eventually creating characters that are godlike (and yes, you have to do something like this if you want to complete all the game's content).

This type of mechanic has been kicking around in RPGs for a long time. Kingdom of Loathing allows characters to "ascend" after defeating the final boss, and several classic text-based MUD's allowed characters the option to "remort" or "immort" (return to level 1 and start the game again, or become an immortal and help develop the game) upon reaching maximum level.

Obviously, the stat thing wouldn't work very well in WoW (how long would it take before raids started requiring X number of reincarnations?), but from a purely character-driven perspective, it'd be nice to let my night elf see the old zones again. Sure, I can go there as a level 85, but much of the fun and mystique is lost when you can one-shot enemies and fly to all the quest objectives.

What do you think? If you could de-level your main to level 1 and start again, would you?

Filed under: Breakfast Topics

The Guardian Unlimited interviews Richard Bartle


If you aren't familiar with the name Richard Bartle, you should be. He was one of the creators of the first Multi-User Dungeons back in 1978 -- the text-based precursors to modern MMOs. (Before you ask, yes, MUDs still exist, for players with the patience to read.) And Bartle shares his unique perspective to the genre with us in this interview with the Guardian Unlimited:

...[today's] virtual worlds are not as sophisticated. Yes, they have the 3D graphics, but what you can do in them as a player isn't as sophisticated as what you can do in a textual world. This means players don't have as many tools and abilities available to them within the world to enhance the experience of others.

And of World of Warcraft, Bartle says:

...I'd close it. I just want better virtual worlds. Sacrificing one of the best so its players have to seek out alternatives would be a sure-fire way to ensure that unknown gems got the chance they deserved, and that new games were developed to push back the boundaries.

Filed under: Interviews

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