Posted 10 July 2012 - 01:11 AM
It looks pretty inevitable and even penny arcades video over it was really shaky. Like comparing WoW to League of Legends. It's MUCH easier to avoid Power Creep in a skill based game than it will ever be in an RPG. The big difference is skill based games require the player to change, in other words, to get better at the game, and so the game itself doesn't change itself very often at all. It's more static mechanics, where players repeat over and over in hopes to get better. An RPG like WoW though? You do the exact same thing at lvl 1 as you do at 85, you tap any number between 1-0 or wherever you put your spells. The player doesn't really have to change all that much, maybe get better at strategy like knowing what order to use spells or when to use certain ones, but that's not something you really need to repeat, you just test it a bit, or even just read a guide that figures it out for you. A game like that would be boring if you did the exact same content over and over because you really can't grow as a player like you can in a skill game. The only way to keep a player engrossed in an RPG at that point is giving them more stuff to go through. It's almost simulating linear play style in old RPG's. In a game like, say Final Fantasy, no one complains that the old dungeon they did at beginning of the game isn't back in the game later. You go through levels, and as you beat them, the past ones get obsolete, just as you would throw away weapons in WoW for a more powerful one, you would in a single player linear rpg as well.
So I really only think Power Creep is really that bad in a skill based game like league of legends, or that card game that was in that Penny Arcade video. It shouldn't be encouraged too much in an RPG, but new content, and making old content obsolete isn't the end of the world. However his explanation on the use of "incomparables" is once again in a solution, but he really didn't talk enough on how to use it for an MMORPG. To do so, you'd have to make the RPG simulate that it's having new content, when really treating it like a skill based game. That is, instead of building upwards (raise cap from 60 to 70, then 70 to 80 and so on) to build it sideways instead. Put more classes, more dungeons, more mechanics, change the story around a bit once and a while. These all simulate that your game is changing content, when really you're adding small things but keep the game itself standing still. That new class you're playing as may make the game feel drastically different, but the truth is you're still playing the exact same game. This is probably the only way to really beat Power Creep in an RPG, as hard as it may be. You can only think up of so many classes and dungeons.
Now finally to actually get on topic with MWO. It's a skill based game, so it's really gonna be hard to have power creep. The only "power creep" I can see coming soon is intentional if they decide to do it. What I mean is the Clan technology. If it follows Canon, then of course those mechs are going to have to be more powerful and such, rendering the mechs that come at launch to be obsolete, and maybe it's not a bad thing, say maybe we get to "trash" all our old mechs for a ton of C-bills and cash in on new mechs and technologies. Sure some people will be butthurt that their favorite mech is now obsolete, but it'll get that person to stop playing nothing but that one mech and have fun trying different ones. Maybe you can pay to have your mech "upgraded" kinda like giving it Clan technology such as better armor, weapons, and heat management.