Now, tell me. What does your character mean to you? When you first made the choice of what race, and secondly class, to play (or in reverse maybe), what journey did you have in mind ahead of you? For myself, and many, it was the start of an adventure. Or maybe you hadn't really given it much thought, just went in head first.
Though it wasn't until recently that this got me thinking. After you get really stuck into that character, whether it be high end PVE raiding or PVP, you may have an urge to do the same on another class/race combination. Mean, of course you have, at least at some point along the line. But, there's a but, are there lingering factors which keep you at bay, from bringing forth a new character into Azeroth? At least with the intent to mimic the activities which are already being played out on your 'main toon'.
Now this is where the dilemma for some comes in. The 'inconvenience'.
Especially for those on there third, forth, or however many'th alt character, the situation and feeling occurs.
Why should we have to re-do everything that we have already done on our first character, just to be able to play a different character or, more specifically, class. Mean, we've proven that we can overcome these 'challenges' or grinds, which are considered more so for most players, already. So why again?
Let's take a look at some comment's and feedback that have picked up since my previous post on class feedback and homogenisation, to build up a better image.
"Warcraft took a different route, where you not only choose, but commit, and if you later choose to try a different route, all your previous work is essentially discarded." (HomeSchool)
Okay, I can see your point...
"So, unfortunately, the choice can lead to a dead end."
Well, how else could this be confronted? What other options are out there..
"Final Fantasy XI, regardless of its many flaws, had an answer to this. In their class system, any character could play any class. Each one had to be leveled from level 1, and each had its own class-specific armor, so in that regard it was no different from leveling multiple characters.Where it DID differ was that if your group was capped out on your class or role, you could always switch to a new role."
Right, I see where this is leading. I think Rift has taken a similar approach? Anyway, this is Warcraft not any other MMO.
By this I impose, the sharing of particular 'accumulations' on one character with your others (or at least those applicable). Those in question would be the likes of; reputation, certain currencies and mounts. There's an endless list of items that players would like to be able to pass between characters.
The idea which has been suggested is - 'less Soulbound and more Account Bound'. Such as heirlooms are, which could just be the start.
When looking at this particular mind-frame, I tried to take a glance through the eyes of Blizzard.
In my view, this very idea, is actually against the creators original intentions. Although small changes have been put in place to suggest a shift in recent times. I see the very concept of a unique hero being just what Blizzard set out to enforce in players, at least when each character is concerned. The feeling that every character has it's own meaning, it's own individual value. That starting another would entail a whole new adventure.
There are a number of ways in which you can perceive the design. Whether it be Blizzards way of creating a rich a dynamic world, full of re-playability, or, for some, a way to keep a hold of players subscriptions.
Mean, I can understand the theory behind it. Being able to focus so deeply on one character, always being able to find a way to progress him/her. Then when you feel it's time to try your hand at something new, the whole experience is there once again. Though this 'process' has actually become catered for those wishing to catch up with their main character, with the use of Heirlooms etc. On the same hand, I also see some benefits for players with this method.
Being able to spend time to learn a class, rather than being instantly max level without much knowledge. "All the gear, but no idea" comes to mind.
Although, I do indeed see the drawbacks that this holds for a lot of players. Especially those with multiple alts and/or servers. So where do we find a middle line?
What are your thoughts. Could "account bound" be the way forward? Or should ever character require just the same time and effort invested as every other? Just where is the comfortable medium between the two sides.
Now, with that, I'd like to pose another 'food for thought' in place for my next topic to come. Revolving around a comment suggesting PVE and PVP, can not co-exist equally in WoW. Maybe that one is just side game, namely PVP. What's your view?
Thanks for reading, make sure to leave a comment
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