
I strongly believe there is a market for single-player RPGs that receive continual content updates - it's just a case of changing customer awareness away from an old and outdated model.īack to the topic of gear-based progression, not all players find the gathering of new gear enough of a carrot to continue playing once they have reached the level cap. I have theories on why this model is only employed in MMOs currently, but it's something that I'd hope to see in the future. One thing that I've never really seen is a single-player game that employs a monthly subscription model for content updates. I blogged a while ago about the value I see in content updates, even in games where there is no continued subscription, and that post can be found from here: WoW's monthly subscription model funds the continual development of new content, but in a most games, all your money is made upfront and there's a business incentive to just use that money to create a new game or an expansion instead of on content updates.

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Gear is then "reset" when a new expansion arrives and the level cap is once more increased.Ī game like WoW is based on the aforementioned model of continually adding content, which isn't something that all software houses are willing to do. This is implemented via content patches which tend to introduce higher-tier encounters as an expansion progresses. WoW is a prime example - once you hit the level cap, you do not acquire new abilities, talents, stat points and so on, so your sole character progression route is based on gathering better gear that then lets you tackle tougher content, that then gets you better gear, and so on.
A lot of RPGs use item collection to create long-term player goals. In this article, I'm going to talk about how RPGs add lasting gameplay via item collection and enchanment mechanics.
