Cybsled
Naxxramas 1.0 Raider
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Which makes sense, but it also dilutes how much input any one individual has. Which is fine, but you also want to balance that between the player's ego as well. So for example:
Month one of MMO: Town of Derp is attacked by orcs. They are hiring mercs to help defend the town. You are part of a nameless band of mercs to go defend it.
Month two of MMO or whatever: You've helped build up defenses, orcs aren't attacking as much but there is still a risk
Month three of MMO or whatever: You've saved the town and ensured the orcs won't attack again
Month ? of the MMO: You get a quest from a person who remembers you from the town defense. Maybe one of the sub quests is you had to save someone and it's that guy and he will always remember what you did. Quest brings you back to the town where some thankful people whose lives you changed/saved let you know they'll always remember what you did, etc.
Stuff like that which can build upon itself. Now the trick is balancing that with newcomers. Games new blood or they die, so the real trick is balancing your character's feats/etc and a storied history in the game, but also making it possible for newer players to achieve something similar given enough time. You don't want new people to feel like that because they missed so much, they'll never get the same thing you have. But on the flipside, as the game gets older, those original players become less and less, so what do the devs focus on? Creating more content for a slowly diminishing playerbase, or focus on retaining and attracting new folks?
Month one of MMO: Town of Derp is attacked by orcs. They are hiring mercs to help defend the town. You are part of a nameless band of mercs to go defend it.
Month two of MMO or whatever: You've helped build up defenses, orcs aren't attacking as much but there is still a risk
Month three of MMO or whatever: You've saved the town and ensured the orcs won't attack again
Month ? of the MMO: You get a quest from a person who remembers you from the town defense. Maybe one of the sub quests is you had to save someone and it's that guy and he will always remember what you did. Quest brings you back to the town where some thankful people whose lives you changed/saved let you know they'll always remember what you did, etc.
Stuff like that which can build upon itself. Now the trick is balancing that with newcomers. Games new blood or they die, so the real trick is balancing your character's feats/etc and a storied history in the game, but also making it possible for newer players to achieve something similar given enough time. You don't want new people to feel like that because they missed so much, they'll never get the same thing you have. But on the flipside, as the game gets older, those original players become less and less, so what do the devs focus on? Creating more content for a slowly diminishing playerbase, or focus on retaining and attracting new folks?