Thread: Remort Systems
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Old 06-28-2006, 04:21 AM   #6
KaVir
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Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
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I must admit, I'm not much of a fan of remorting - it feels far too much like throwing away all my work and starting over. In fact, every time I hear it, the first thing that comes to mind is the original D&D 'immortals' set, where they described how someone who had reached the top level of immortality could choose to start back at level 1, and if they could work their way up through all the levels again, become immortal again, and rise to the highest immortal rank once more, they'd "win" the game. Yuck.

If you want remorts as a status symbol, or to provide a large range of potential classes without confusing newbies with data overload, then a tiering/subclassing system could handle that - at certain points during advancement the player could change their class. For example, upon reaching level 10 an apprentice might be forced to choose a new class from 'mage', 'sorcerer', 'alchemist', 'elementalist', etc. They'd remain level 10, and retain all of their apprentice spells (or more accurately each of the apprentice subclasses would also have all of the apprentice spells), but before they could advance further they'd have to choose the route they wanted to take. Supposing they selected 'elementalist' - at level 20, they might then have to specialise further by choosing which type of elemental magic they favour.

On the other hand, if you just want players to reuse the same content, why not concentrate on making each of the classes sufficiently different that players will want to create alts of each class? A good example of this, IMO, is Diablo2 - I don't know anyone who only ever played one of the characters. If you really want certain classes to only be unlocked by experienced players, you could still do it this way (using an account system) by allowing them access to new options based on the progress of the original character. The major difference is that they'd still have their old character as well.
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