The definition of "end game" refers to the final stages of a game where there is nothing, or almost nothing left to accomplish. You have done all there is to do, the only option you have left is to start over and play the game again, from the beginning. Which leads us to replayability; the two almost go hand-in-hand.
In order to keep your MMORPG alive, and to continue bringing in cash flow, the idea of exterminating the end game must be top priority. Some people may say this is impossible, and in a sense, it is. People will get bored playing and eventually move on, there is no way around this. The farther you put the end game from your players, the more money you're going to make. This does not mean making your players grind level, after level, after level, continuously. The game needs to be fun, otherwise people will leave, (obviously); and no one likes a level grind, or any grind for that matter.
So how can this be done you ask? It is simple really. As I always say, an MMORPG should be treated as a living, breathing, virtual world. No one should ever be the same, and their designs should differ GREATLY. But as the world would have it, money is power, and everyone wants it. They will do the least amount of work required to get it, which means sacrificing their artistic and creative talents just to make a buck. Sad, but nothing can be done about this. I'm getting off subject here, but you know what I mean.
Getting back to the end game discussion... Making your world realistically fun, should be your goal. Realism is a large part of a virtual world; just remember that too much can make a game boring, (this is why I call it "realistic fun"). This could be described as destructible environments, advanced crafting, or finely tweaked combat skills. The more options and freedom you give your players, the more fun they are going to have. Ever played a game and said to yourself, "wouldn't it be cool if you could do this...". That's what I'm talking about. All of these things place your end game farther away from the players by replacing it with enjoyable gameplay. The player is too busy having fun playing the game to even worry about getting to the end. And that's what its about, the journey to the end, not getting there as fast as you can. There's more truth to that statement than you realize.
And there you have it, a very simple way to help you get rid of your end game; or at least put it farther away from the players without sacrificing the fun factor of your game. Which might I add is VERY important. Always remember, as you move your end game further away from the player, you are going to have to compensate with enjoyable gameplay.

Bravo! When you're at maximum level (which i think shouldn't happen), there's usually two options in mmo's: raid or pvp and usually one important goal: to get gear. There shouldn't be level or very high level cap. Your mission to the highest level should be the funniest part not the end game after that.
Sun Jun 08 2008 10:10AMIf levels didn't even exist in the first place, I think the player grind would be set very low, or maybe even non-existent.
Sun Jun 08 2008 11:54AMMMORPG.com writes:
Login or Register to post a comment