Long ago in an industry far away players would frequently pick a single character and stick primarily to it. In UO if you didn’t like how your character was coming out you’d change skills and work out another build. EverQuest was so difficult that you might play alternate characters that you could “twink” but I remember clearly when someone with two max level characters was “crazy.”
These days, however, the industry seems to be nudging us towards having two or even three maxed level characters! I don’t have an issue with this exactly but I do want to point out a few things I feel are important. Before that, however, we need to look at the “why” of alternate characters (alts).
I identify the following main reasons that alts are rolled:
1. Over achiever players. These people are just crazy. One max level character isn’t enough for them. They need two or more to have options. I don’t feel they are a huge group but they are very real. We have a couple in Sodality.
2. The player leveled that first character but didn’t really like it. I’m not the only one who will stick with a character we don’t like so we don’t get “left behind.” Once they’re maxed they try to find one they like and work it on the side.
3. The original character was nerfed in some tangible way. It happens and players move on to the new flavor of the month or something that “doesn’t suck.”
4. There is nothing to do at max level. People constantly talk about how “high end content” isn’t important but I will continue to respond with “yes it is.” If there is nothing to do people roll alternate characters to alleviate boredom. Also, remember that “high end” doesn’t have to mean “uber.”
When it comes to the over achievers there is no help and none needed. These people want variety or just like to level. I think they’re okay as they are because they’ll do it anyway. You also cannot please everyone which makes the second point a tragedy but nothing developers can fix. If I just don’ t like the feel of a class that is my issue. Who hasn’t thought something sounded good but it turned out not to be? That doesn’t mean it was bad it just wasn’t what we wanted. What I wanted to get at, however, was points three and four.
For some reason nerfs continue to plague every MMO. Before Warhammer was released Mythic actually said “we won’t nerf, we’ll bring up.” Unfortunately they followed the route of George Bush Sr. and did levy new taxes. They nerf just like everyone else and I’m not saying that doing so was “wrong” in this case, I’m just poking a little fun.
I generally get a laugh when developers talk about players taking the path of least resistance. Not because I disagree but because they use the word players. They should say “people” because they do as well. Let’s face it; nerfing is the path of least resistance. It is far easier to bring one class down than bring 10 or more up. I can’t say I disagree with the logic behind it. My problem is with the rabid over reactions that virtually every developer takes.
In my experience even good developers will take a class that needs to be toned back one step and take it six or more. They say “we can always bring them back up.” Frequently, however, the time between that nerf and “bringing them back up” is excessive or never occurs. I recommend trying something outrageous and revolutionary: a graduated approach. Whatever a first nerf instinct is, developers should do 1/10th of it and see what happens. I know they (rightly) believe players will whine at every nerf and that the band aid effect is best but I don’t agree. A tiny reduction of power over a medium period of time is better than a massive reduction suddenly followed by months of uncertainty and an eventual “token” effort. The graduated approach will also stop the flavor of the month effect. Its hard to know who suddenly is amazing and sucks when you make tiny changes week to week.
Beyond nerfs we also have my number one issue: there is nothing to do at max level. I want to state this clearly and loudly. I want everyone to hear, acknowledge and understand (HUA) it. Alternate characters are not content. Replaying the same levels, even if different areas with a different class, is not content. Don’t treat it like it is please. The experience is not that different. If you do count it, consider the second playing through roughly 1/25th the content of the first.
Finally, I want to throw out a caveat to my point. Players don’t enjoy having our alternate character level as slow as our main. The excuse that “you know what to do so it will be faster” is unacceptable. We, as a group, want twinking back. We recognize that it will never be EQ1 crazy again but please realize that every item in the diabloized loot system doesn’t need to have a super restrictive level. Every item doesn’t have to be no trade and come from a quest up until players start into the high end gear progression. If developers still don’t like twinking there are alternatives.
Developers could give us a bonus. SOE now gives a percentage gain increase for every maxed level character. DAoC allowed you to buff a character past the boring levels. Every MMO should have this. We don’t want to swim in the shallow end with an alt. We want to go directly to the deep end. For most games that means the first level you get a talent point. Start us there or make it easy to get to that point. It isn’t, in anyway, fun or exciting to slowly learn your way into a class when you already have a grasp on the game. I understand the need for that the first time. For any time after it, however, classes are rarely different enough for the average player to need such a slow learning curve.
I think with a little understanding we can get more mileage out of our MMOs and I know a large group of people who would be more inclined to roll that second or third character if it was easier or twinking came back. After all, most people like to feel powerful, even if it is just temporary and as we can all agree, we love the path of least resistance. Make a clear one and light it up so everyone can see it from space!






All characters are © 2007 - 2012
I agree that leveling alts should be a bit easier than leveling your main or first character. I have 2 toons at max level and it was easier the second time around only because I knew where to go and what to kill to maximize my time. It would’ve been much easier to start t level 10 or even to have a % increase to my experience earned. I think i’d actually prefer a % increase because the first 10-15 levels go so fast it’s pointless in some aspects.
I also agree that you have to be a little bit nuts to keep leveling toons to 40, but we’re not all crazy =P It’s part of the “replay” value of the game and something that can be done at ones own pace without the stress that you have to max level so you can begin on end game stuff that only opens at max level. I’ve always felt that the first toon was the real push, all subsequent toons are along for the ride =)
I have arisen from my studies and finally have about a day of fun this week. I chose to read your article on this blessed day, so you may call me friend, lol. I will have to piggy back on today’s post and ride it like a Tonton on Hoth.
In all seriousness I do agree with alt’s not being content at all. Most people are just passing the time really, and maybe filling in the blanks or needs of their guild. Also in the case of Warhammer, you are trying to alleviate the down time presented in dungeon lockouts.
I think alternate characters can be considered extra content if you were able to be rewarded with something that set you apart from others. I am not talking about a silly do anything pet either. I would bet people would consider it alternate content if you could gain access to extra powers for your main. Or you could unlock content like a new dungeon or PvP zone.
Imagine if you will that you create a second toon and level it to cap to find a curious in game email. It tells you to turn in this item to someone in the world. I do mean “someone” also, make it hard (see my previous posts on hard content). Have the person be a random spawn in the PvP zones. I do mean “random” also, make the pseudo random code count. Then after you turn it in you have to down a mob in a dungeon that can only be unlocked or found when your account has been flagged by having two max toons.
Is anyone sensing a pattern here? I am talking about resurrecting EPIC quests. Not Epic in length but Epic in brain power needed to succeed. Now back to the idea. After you get to the said dungeon you must use both of your toons. How, do you ensure this you ask? Well you first would down one boss at the end of a wing in the dungeon, and then after you complete it and get “good itemized” loot you would be forced to the login screen.
Then you would use your other toon to complete the rest of the dungeon. It would be up to the user to decide how to use the characters to their advantage. Imagine all of the trial and error time. I know developers always have to report to the “money man” and there is the carrot for the money man. If they make it hard and really repeatable then people will gladly stay and pay.
Now of course not everyone will want to invest their time into this endeavor but I would venture to guess most would. I think it would be a welcomed change.
But I digress and people should start seeing the picture I am painting. I will soon be posting some idea content and bitches and gripes once I get a break from work and school, oh and yes the volcano too.
Again, Ferrel thanks for the great post and the time and effort you provide for people. Until then that day folks….
~Anarchous
http://www.sodalityguild.org/
Does html work?
Hrm… I’m one of those mad alt people.
~_o back when I was still playing MUDs (8 years of it woot!)… lol I had 50 max level characters when I left O.o
10 level 70s when I quit WoW (no WotLK for me!)
…
Currently building up my new mountain of mes in Guild Wars.
I don’t think ‘over-achieving’ has anything to do with the reason that I make alts, and I disagree with the statement that ‘alts are not content’.
Alts are most definitely content to me, but how interesting that content is is dependent directly on how complex and fascinating the combat system is. Yup, the combat system, not the roleplay system. I was a pretty enthusiastic RPer in my MUDding time, but this hasn’t translated to MMOs. I’m one of those strange people who finds graphics less immersive than text, despite being an illustrator, among other things.
To me, alts open up new avenues for learning and understanding a combat system. I *like* levelling my alts, because it teaches me things about each class and/or build (depending on how flexible your system is). 50 chars lol… LegendMUD was/is extremely flexible. =)
The whole point for me is solving problems with a new set of tools. I find this fun. To me, this is most definitely content. But the important part is *new set of tools*. I do not enjoy relevelling a build/class identical to something I already know well.
Personally, I don’t want the levelling process of alts to become easier with each max level character I have, because I feel that it will mean that I learn the class I’m levelling less well than I could have. I can see it for ‘duplicates’, but as stated above, I dislike levelling duplicates. XD
I just wanted to state this stuff here, because your blog seems very thoughtful and you might be interested. >.>
In the quest for shinies and power-via-gear and stuff, it seems that this aspect of altitis tends to get lost / go unstated.
Of course, I could just be odd. *snuffles*
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