by qoonpooka » Sat May 27, 2017 6:37 am
I am looking for end game to be about territorial politics. Finite, scarce resources that lead to meaningful human conflicts which you attempt to resolve through mechanics be that travel, siege, theft, diplomacy, whatever. Tribalism does most of the work for you.
I have come to appreciate and enjoy the world resets. yes, you lose all your hard work and built up stuff, but a) it's just stuff and someone could come siege it down anyway, and b) A fresh start gives a chance that new folks will take a dominant position this time. I know that right now resets are part of the development cycle, but I feel like they contribute to end game content in a way that few other games are willing to: the game actually ends.
I think the possibility for a world to exhaust its resources and begin to go into a decline eventually culminating in the devs calling a time of death on a world is a fine way to go.
An alternative would be a mature end-state where kingdoms/realms are meaningful things and conflict between them - as well as between unaligned villages and individuals - is also meaning. I'm envisioning the possibility of mercenary bands bringing home spoils to their villages to build the next generation of soldiers; border squabbles between nations over key resources.
This would require incentives for:
Realms to want more villages in them,
Villages to want to align with a Realm (but also have reasons to stay independent),
Individuals to want to join villages AND Realms...
...and reasons to fight. Conflict drivers from tribalism won't get you a mature end state like this, you need to introduce some reason to fight (something that can be won) and a reason to defend (a cost that can be incurred against the attacker, and possibly something to be won by a defender beyond simple survival).
I play EVE Online a LOT, have played for 13 years now (JFC...) and played in a lot of places. The end game of EVE Online is when you can fly basically anything (only one ship at a time), and afford it all. The fun of the end game is that you can basically do whatever you like, build the giant space sand castles if you have enough friends, and go knock over other people's sandcastles. There's a need to constantly produce ISK/Stuff so that you can keep playing, playing has in-game costs, so you keep logging in and keep starting fights in part because their fun but also in part to get more stuff. (In truth these are different fights.)
The downside, really, is a general maturation of the pilot and ship stocks. When Capitals became a thing, everyone was flying massive capital fleets. Titans were supposed to be rare, but now if you don't have 20-40 Titans, don't bother showing up to major null-sec battles... the biggest, rarest thing soon becomes massively commonplace because democratic principles demand that everyone can build one.
I think truly massive artifice in H&H, stuff that represents, basically, moving into the next historical period, should be the mature end-game but it should require the efforts of many villages to produce. I think Realm bonuses shouldn't apply to anyone who happens to walk across the border (that just encourages everyone to support the creation of a single realm with massive bonuses for all), but rather offer a resident/defender some kind of advantage - give someone a reason to want to contest it beyond just flipping a flag color.
I've also played Puzzle Pirates off and on for a while, and the end game there is Island ownership. I've never been part of a landholding flag so I can't say if that's worth it or not, but it certainly is a thing I keep kicking around the idea of organizing a group to go claim, because the rewards seem awesome.
Rambly, but these are my ideas.
EDIT - Character age. Simulating aging in a game is fraught with problematic things because ageism's a thing but consider the driver of conflict in real life: Sooner or later, we all die. In H&H at present, characters only improve, until they are killed, and there is therefore always a highest-person-on-the-server and that person is that until they are killed, basically, or they stop playing.
If characters were (perhaps long lived but) temporary by design, it could create churn in a game where the world didn't necessarily end. That said, 10,000quality swords and armor and such isn't a thing I want to see.