What’s wrong with gear progression? It’s a big topic these
days, the so called ‘endgame treadmill’. Gamers are up in arms over
the idea that Guild Wars 2 has a ‘vertical treadmill’. I chuckled
when I saw the uproar, three months is just about time for the new paint to be
off a MMO, but as I delved deeper into the meaning behind the brouhaha, I was
puzzled. My question is who cares? I don’t know what RPG anyone else was
playing over the last two decades but gear progression is the name of the game.
Cool sets of armors, that sweet sword that can only be gotten by trading a
really nice sword halfway through the game. Final Fantasy, Dragon Quest, Dragon
Age, Diablo, you name it they all had it. I understand gamers want progress or
innovation with regards to the structures of MMO’s, or at least they say
they do, but why with regards to gear progression? It’s a time tested
method of proving that all that time and hard work is paying off.
I’m currently playing The Old Republic, finally about to reach
level 50 after six months on and off and likely 100 alts. I’m scoping out
the PVP gear because it looks sweet. Of course I am what else am I going to do
at 50 solo? It’s not like this is a fundamental change from the last
decade of play. FFXI had Sea, which required a vast chain of quests and bosses
to kill to open up. It is still the game I look at when seeing progression done
well. Progression should be as difficult as possible without being cheap. No
ridiculous drop rates or nonsense of that sort, just hardcore difficulty.
Hitting the level cap in FFXI was just the beginning of endgame; from that
plateau was gear progression, skill progression, sub-jobs, housing features,
area unlocks, you name it SquareEnix had it and it was a masterful game for it.
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