I can see at least two totally conflicting definitions:
1. Given skill tree,
- early game is getting skills up to 1k LP cost, some 20-30 attributes
- mid game is getting skills up to 10k lp, some 70-80 attributes, getting a village
- end game is getting all the skills (minus rage for non-pvpers), attributes around 100 or more and maybe some credos
2. Given the current world
- early game is getting all skills, attributes well above 100, a village totem, set of alts with crucial credos, lots of other stuff, first week of the world,
- mid game is attributes into 100s, closer to 1k, getting a realm, covering all available space with realm claim, 2nd week, up to 2nd month,
- end game is grinding q into 1000s, 3rd month, until the reset
I am asking players for opinion and developers for a design document defining what should be early/mid/late game, how long into the world it should last and what achievements belong to each category.
These categories should be probably further divided for more precise definitions and definitions for a single player should separated from definitions for a team, at least in the realm part. Note, in fact this approach implies world end some day.
Given the basic timeline and what should be achieved at what time into the world (or into the gameplay for late comers) we can start defining what skills, what attribute/skill levels and what crafts should be available at each stage, including foods, curios, weapons etc. It should also define stages at which cheesing certain animals should be possible. I am under impression the current design process is chaotic and it is driven by for what players push most and what developers fancy. We need for some formal guidelines. There are many issues ranging from stuff being overpowered, through trading issues, to playerbase decline which can be traced back to reaching endgame too early or from stuff being available (or not) at a wrong stage. quite a lot of things that now belong to midgame should be moved to late game, e.g. realms, killing biggest animals, deeper mines. Siegecraft should have tiers and together with walls should be also distributed between different game stages.
Remark: