The coming of mudflation
Filed under: Expansions, Leveling, Endgame, PvE, Opinion
Keen (of Keen and Graev) has a great post up about what he calls "mudflation" (a combination of the words MUD and inflation). If you've been playing any MMO through the introduction of an expansion, you'll know exactly what he's talking about. That shiny bit of loot you worked for weeks to obtain doesn't look quite so hot when players are grabbing an even better piece from a quick five-minute quest.Truth be told, "mudflation" isn't actually a bad thing. Change is inherent to MMOs, and it's unavoidable that just as the bar will raise (there will be new heights for players to climb to), so will the minimum rise as well. Mudflation is actually a good thing for the majority of players by definition-- if you consider players as a normal distribution, with a small number of players at the top of the endgame, and a small number of players just entering the endgame, "mudflation" is actually that swell of players in the middle getting their hands on some really new items.
There is a problem, however, with mudflation that I haven't really seen an MMO skillfully deal with yet-- what happens to the content made obsolete? Whenever an expansion comes through town, the old worlds and content get more or less abandoned. While the newest players may still find a little bit of joy in discovering "the old world," they too eventually learn to abandon it for the greener pastures brought with the new content. Mudflation is all well and good for the folks picking up the new shiny items, but it's too bad that MMO makers haven't come up with a better plan for making old content relevant to new players.






Reader Comments (Page 1 of 1)
11-20-2007 @ 9:05AM
Scopique said...
Why don't they just not hand out better items in the first five minutes? What's good gear at the level cap is still good gear 2 levels beyond that. I understand that expansion buyers want to see a return on their investment immediately, but that's just silly.
As for obsolete areas...I don't think there's anything that can be done about that, unless the devs are willing to make major changes. The issue is the linear motion that modern MMOs offer. Back in the early days of UO, there were no quests, so there was no one leading you around from place to place. Now that quests are designed like a sightseeing tram, there's little reason to go back.
The issue is that they can't alter starting areas because of the egalitarian stance that all players must have the same experience. Plus, if newbie areas are re-designed to attract higher level players to come back, those newbie areas are no longer newbie areas. New areas need to be created, and low level players won't be able to visit those areas until much later in the game. It screws everyone up.
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