Time Is Not On My Side

A worthwhile thread popped up on the Fires of Heaven boards in which someone suggested that limiting the number of hours subscribers can play on MMO servers would ease the feeling of grind and the drive to race to max level. Though the OP’s suggestion is receiving a number of negative replies, the post touches on some valid issues that should not be ignored out of hand.

Since there’s no point in condemning a nearly lucid post to FoH obscurity, I decided to duplicate my opinion here for you lucky few.

At the risk of stating the obvious, the way you make a profit in a subscription-based MMO is to keep subscribers for as long as possible. Because some of the most avid MMO fans invest considerable hours into these games, and the resources required to implement a steady stream of unique content on the part of developers are considerable, traditionally a good deal of that content is made to be replayable. You don’t kill one orc for a quest, you kill ten. You don’t collect one piece of an ancient medallion, you find eight. Despite the claims of some, no devs I know of desire to make people grind through mindless content; yet due to the systemic need for rewards to be based on a certain time investment, grinding ensues.

But as the OP points out, the long road to uberdom has downsides. Chief among them is the resulting chasm between those who have lots of time to invest and those who don’t, which manifests itself through the endless hardcore vs. casual debate. The person who reaches max level and can raid daily is going to blow past the person who can only play a handful of hours a week; that’s just how the game works. If two such people are real-life friends, they very likely can’t even play together due to the reward disparity (unless the more advanced player rolls an alt or there is some sort of mentoring system in place a la EQ2).

Placing a time limit on how long someone can play on the server addresses the resulting disparity, but it doesn’t touch the real cause: some people just have more time to play MMOs (and therefore achieve more) than others. And I agree with posters in this thread that such a solution does not address the core of the problem, but instead trades one set of negatives for another.

So what is the right thing to do? There are certainly options, though they affect the fundamental nature of an MMO:

  • You could do away with levels. This would help, though in a subscription-based MMO you would need to retain some other form of delayed progression.
  • You could switch models. A microtransaction-based MMO doesn’t need to be about time-based progression, since you could make the win-condition of the game the acquisition of items and prestige through small payments. The goal in this case is not to keep subscribers for a given period, but rather to encourage your subscribers to buy every available premium within whatever timeframe they see fit.
  • You could offer some other reason for players to come back to your game on a regular basis. This would likely involve a frequent enough schedule of content (events, storyline, etc.) or new features to make a continued subscription worth the money.
  • You could accept the fact that you have a finite amount of content and decide that it’s okay to let subscribers be finished with your game. (As you might imagine, this is not a terribly popular alternative among MMO providers.)
  • You could come up with some other new and fancy approach that nobody has done yet. That’s what we get paid for, right?  

While the goal of subscription-based MMOs is to keep players paying, note that this doesn’t mean that the devs want them grinding away 24/7. I daresay that the perfect customer for most MMOs would be one who plays a small number of hours each week but stays subscribed for a long period of time. After all, this would allow devs to produce smaller amounts of more enjoyable content but still pay the bills.

The ideal, then, would be to create a game that players found absolutely compelling for years on end without feeling like they need to play a large number of hours per week to enjoy it or match up to other players in the world. They would limit their own time in the game spent performing repetitive tasks as a natural result of how the game is designed to play. In other words, that they would play a given number of hours per week because they want to, not because they need to.

Sounds simple, but it does require changes to–you guessed it–the subscription-based MMO model. The key is that these changes have to be organic rather than artificial (such as the forced limitation of playtime through the current model), which would largely be counter-productive in the long run.

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