The Daily Grind: Should reputation matter?
Filed under: Fantasy, Game mechanics, Opinion, The Daily Grind
If you have the money, you should be able to buy anything that's for sale, right? Yet sometimes vendors will refuse to sell you that one sweet halberd or armor set that you've been dying to have, simply because you haven't built up enough reputation with their faction/guild/association. Has any such item been worth grinding rep for? What exactly does this reputation system prove, other than that your service can be purchased by the promise of leet loot?This system only really seems to matter for games in which there is a definitive ending, where moral choices do, in fact, have consequences. In an MMO, even such a moral system can be made obsolete; because the game can continue indefinitely, a player can go from total evil to complete good and back again, given enough game hours. Perhaps we're missing a critical element, but do we really need the reputation element in MMOs?






Reader Comments (Page 1 of 1)
4-15-2008 @ 10:55AM
Slogo said...
I think, like anything, factions can be done right and done wrong.
In terms of doing it right several of WoW's factions fit the description for me. Factions like the Violet Eye and Tranquillien do it right. Provided you run Kharazan or quest in the Ghostlands you will easily max out the reputation without exerting much effort. This ends up being a good way to provide the player with some additional and guaranteed rewards without just handing them an epic or forcing them to conquer one specific enemy or area for a quest.
Conversely WoW also does many factions incredibly wrong (though the BC factions as a whole aren't that bad to get up). The factions require a constant grind or repetition of content to get up and many of them have limited rewards or benefits. On top of that once the next expansion comes out these reputations become worthless. Why have them so hard to grind up in the first place if they're just going to be meaningless to your character down the line?
In my opinion reputations should either be:
a) Easy to max out and used as a method for guaranteeing worthwhile rewards for time spent (like Violet Eye/Kharazan).
or
b) A lasting choice by the player. Mostly relevant to games with a more open faction system (not RvR). Choosing a reputation (for a simple example a good and evil sides) that persists through the character's life regardless of expansions could really add to the customization of the game and add the opportunity for some good rivalries and conflicts. Meanwhile it leaves the system open for players who don't wish to take sides (in the example remaining neutral should be a viable option). The point is if the choice is lasting and stays with the character through expansions then it can be a worthwhile mechanic.
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4-15-2008 @ 4:10PM
House said...
I doubt you would mind it if the vendor asked you to complete an enjoyable quest series before selling you the item. The benefit of faction instead of a quest series is the same as that of money and experience: multiple activities can feed into a pool, giving players freedom as to how they fill the pool.
If there were ten vendors in a town; each had a unique, fun quest; and completing any five of the quests unlocked all the vendors, would you recognize that you were building faction? The problem is really that the methods for raising faction are usually tedious, repetitive, no-risk, built around numbers that expose the mechanics, etc.
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