Tuesday, May 16, 2006

The Dual Track Advancement System

(I originally wrote this essay on 1/24/2004. It is my general answer to the question: "If I could design a skill system, what would it look like?")

The Dual Track system of skill advancement is far from a new idea. Many fans of Old Horizons speculated that the original advancement system was something along a similar idea. To my delight, the idea has been taking hold in MMORPG communities. I surmise, based on recent development newsletters, that the realm Ages of Athira (currently in development) will use a skill system very similar to the one presented here.

So what is the Dual Track system? It is a method of character advancement that incorporates two different factors: Skill and Knowledge. Skill relates to how well a character can use a skill. It's based on repetition and practice. Knowledge is how much the character knows about the skill, or a measure of what they can do with a skill. These terms are a bit ambiguous, but it is this author's hope that they will soon become clear.

The First Track: Skill

Let's take a skill that a fantasy character might use. Archery for instance. If the character wants to improve his archery skill, all he has to do is use it. The more the character uses archery, the better they become. When they first started, maybe they were consistently missing the closest of enemies. Some time later, they actually have the skill to hit targets. Later on, far in the future, maybe they are hitting small rodents from a distance of 200 yards. It's that simple, the more the character practices, the better they become.

Practice alone is not the only factor in how well a character can shoot a bow and arrow. There are other forces at work. In many MMORPGs, these other forces take the form of character statistics. Strength, agility, constitution, stamina; these are all forms of commonly used character statistics. Player-selectable races are sometimes defined (and shallowly if only defined by) statistics. Humans are usually the base, giants/dwarves are usually granted greater strength and stamina. Elves are usually dexterous and agile. The list goes on.

In the dual track system character statistics would have a symbiotic relationship with skill. An archer needs dexterity, balance, strength, along with other qualities. If starting from zero skill, someone who has more of these qualities will probably be a better archer than someone who doesn't... at least in the beginning.

But statistics would also be dependant on the types of skills a character chooses to pursue. If a newbie chooses to use a giant two-handed sword. He'll start off terribly off-balance, with a slow swing, and quickly becomes tired. As he continues to practice, not only will he become better using two-handed swords, but he'll also become stronger and gain more stamina... which directly affects the use of two-handed swords. In terms of our archer, the more they use archery, increasing in dexterity will help them become more accurate while added strength will allow harder shots and/or the use of larger bows with greater draw strengths. The simple act of using a skill will slowly allow the development of those qualities key to achieving greater success.

When discussing skill advancement, the question usually arises: how should players receive advancement feedback as their characters progress in skill? In my view there are three methods: visual recognition, vague feedback, and numerical reports. All three share the common factor, in that increased success is always the best indicator of skill improvement. Players can consciously and subconsciously perceive when their characters, who had trouble killing goblins last week, is having increasingly better luck this week and the next. This is always the primary advancement feedback for players.

Numerical reports are the norm in MMORPGs. Levels, skills, ranks, et cetera; are all presented to players as numerical values. Twenty sword skill is better than the 10 they had last week. They can't compete with the enemy's sword skill of 40, so they avoid the fight. It's all very logical, calculated, and precise. Numerical reports enjoy (and will continue to enjoy) heavy use in MMORPGs because they are the easiest of the aforementioned three methods to implement. Among players, achievers tend to prefer this method since it allows the greatest amount of concrete feedback. There are a significant number of these types of players who enjoy controlling every single aspect of character development.

Numerical reports; however, are frequently blamed for MMORPGs being unimmerseful and lacking in roleplaying. This is because it is very easy for players to glance at the reports and say the results directly into the game world. "I have a skill of 30", "I need 2700 experience to my next feat", and "My newest skill gives me 34 points of damage" might all be sample phrases overheard from players in the average MMORPG. It's not very immersive and true to the virtual world. In truth, I don't blame the players. Most won't go through the trouble of coming up with immersive friendly speech just for the sake of others. This isn't because they are inconsiderate souls or even anti-roleplayers. It's because it's just easier to do the alternative. When in doubt, players will always take the fastest and easiest route to anything.

Vague feedback has been successfully used in many MUDs and is just starting to take a small hold in the minds of developers. Vague feedback is a number of different feedback methods that try their best not to use numbers. Sometimes this is text. For example, a character's skill might have ratings of novice, intermediate, advanced, and master. These would be very broad and vague fields that would only give the player an idea of the skill of the character. Graphical methods such as graphs, charts, and the like could also be used as long as they don't link the data with numbers.
By limiting how accurately a player can gauge the skill of his character, one helps to allow the player to become more immersed in the experiences of the character. The lack of numbers also helps increase roleplaying and community immersion. Naysayers; however, point out that, even with the vagueness, achievement oriented players would continue to pursue skill gains in a powergaming/workman like manner. Some even argue the extremely unlikely scenario that malicious players would hack the game to discover the hidden numbers and then gain an unfair advantage over other players. One could question not only the likelihood of such a scenario, but also the extent of the advantage they would truly gain.

In any event, one can only hope that the MMORPG industry will grow to such a size that there will be room for realms that cater to each end of the player spectrum, those who prefer numerical feedback and those that do not.

Visual recognition is the most advanced of the feedback methods, but also the most difficult to implement. Using visual recognition, the player actually sees the results of skill advancement. They don't see a number, they don't see a chart increase, they simply see it on the character. Overtime, a swordsman might swing his sword faster, harder, and more accurately. His body frame would become leaner and more muscular due to his constant practice. Necromancers and practitioners of dark arts might have their skin color become paler and their facial expressions more sinister as they progress in their chosen field. A wizard might see his fireballs become larger, grow with greater brilliance, and cause greater amounts of destruction. These are all examples of visual recognition, the ultimate form of vague feedback.

The largest hurdle to visual feedback will continue to be technological limitations. Notable advances in graphics are necessary. As well as tremendous leaps forward in physics engines capable of accurately displaying hits, parries, etc. But don't worry, the technology will come. The next hurdle is to simply convincing developers to use it.

Why is visual recognition the most desirable of the feedback methods? For a number of reasons. One, simplicity. The ultimate goal of any advancement system should be to minimize its visibility. In other words, a good advancement system is one that works without the player truly realizing that it is there. Visual recognition takes all the numerical feedback to the background, outside of player view. This allows players to focus more on what the character is doing rather than skill points or experience. The advanced MMORPGs of the future will direct the players' focus to adventures, quests, and spending time with their friends. And while the player is busy having fun... the character is quietly advancing.

Secondly, it is my view that skill systems should continue to become increasingly advanced. The level of advancement they will achieve will reach a point that is far beyond the capacity of the casual gamer to manage. For example, the number of lions a character has fought and the amount of time spent fighting lions might be used to generate a "fighting lions" skill rating (more on this in a future article). It would be incredibly cumbersome to display all this data for every single possible enemy and categories of enemies. So instead of pelting them with endless tables, numbers, and percents; a better solution would be to give players a bare minimum of skill data using a combination vague feedback and visual recognition.

The Second Track: Knowledge

Knowledge is the second track of the system. It is the abilities, techniques, magical spells, recipes, and instructions that a character learns to make better use of their skills. Knowledge works with Skill to create more powerful, well-rounded, and interesting characters.

Imagine if we had two alchemists. A long time ago, the first alchemist learned how to make a healing potion (knowledge) and he spent the past few years becoming really good at alchemy by making those potions (skill). The second alchemist has practiced alchemy as long as the first, but he knows not only the recipe for the healing potion, but also how to make a barley bomb, and the recipe for a fire resistant salve. One could argue that the second alchemist is the better, even though they have equal skill, because the second knows more recipes (i.e. has more knowledge) than the first. (Note: Keep in mind the simplicity of this example. Later in the essay, we'll see that if you needed a top notch healing potion... the first alchemist is probably the best.)

Unlike skill, knowledge should be totally visible to the player. When playing a mage character, the player should know how many spells they have learned and how high up the knowledge ladder they have climbed. The player of a martial artist character should know all the special moves the character can use, et cetera. We do this for two reasons. One, it’s simply information that the player needs to know. It's pretty difficult to play a mage character when the player doesn't know which spells a mage can use. Two, it's a nod to the fact that there are a significant number of achiever oriented players out there. This move balances the earlier decision of hiding most numerical-based skill information.

So, from where does knowledge come? In some applications, it arises simply from practice of the skill. Over time, characters will intuitively figure out some of the more common sense aspects of their skill. Also, some advanced forms of knowledge cannot be taught and must be gained through dedicated practice. For example, a truly advanced psionic ability may be so complicated and individually unique, that the psi-user must learn the technique on her own through disciplined training (i.e. lots of skill advancement).

But the vast majority of knowledge; however, will come from non-player character (NPC) trainers. Trainers will be scattered all around the game world. Lower forms of knowledge may have dozens of trainers, one or two in each major population area. Higher trainers will become increasingly rare and more difficult to access. Some trainers may be "wandering trainers" that require players to ask NPCs and players in order to find them. Some will require players to have a certain level of skill just to be allowed access. For instance, a character might have to pick a extremely difficult lock in order to enter the dwelling of a reclusive lockpicking trainer. In terms of storyline, trainers could be anybody. From the local beggar, tavern thug, or shopkeeper; to generals of armies, kings, and dark lords. The gods themselves may even bestow gifts of knowledge to their most loyal followers.

Each development team will have to make the difficult choice to allow, restrict, or forbid players teaching knowledge to other players. Each case is unique. Forbidding player teaching allows the development team to keep a more accurate grip on player advancement rates. On the flipside, allowing players to teach each other opens up interesting community building and player commerce opportunities. Especially if the mechanism is something a little more substantial than "Click newbie, teach newbie skill X." But player teaching always has the side-effect of player advancement rates rising significantly faster than the most ambitious of projections. (Note: To clarify, for the remainder of the essay, I’m assuming that players cannot teach each other.)

In most cases, skill trainers have requirements characters must meet before they can be trained. These requirements might be demanded by the actual trainers themselves, or as indirect requirements the character must meet before they can have access to the trainer.

They consist of the following:

Cash: Some trainers are simply teachers for hire. They don't care who they teach as long as the student has the gold to pay for it. This also covers indirect charges a character might pay in order to get access to a trainer: taxes, guild dues, promotion fees, etc. While on the surface, money seems the easiest training hurdle to overcome, this isn't always the case. Elite trainers might charge exorbitant fees just because they know that their knowledge is in low supply. This is an even larger hurdle in a realm without player-to-player teaching.

Quests: As old as RPGs themselves. Help the trainer and they will help you. Trainers might send characters on any number of quests, whose topics range from delivery and escort to high profile theft and assassination. Sometimes the trainer actually has a relevant reason for sending a character on a quest. Other times, the trainer just likes to have the character jump through a few quest hoops in order to test if they are ready to learn the knowledge. And a few trainers are simply disagreeable individuals who enjoy putting characters through as much pain as possible before divulging secret information. Whatever the cause, players will have to complete those quests required of them in order to obtain the knowledge they want for their characters. Whether it is a simple delivery across town for some lower knowledge, or a huge multiple part quest requiring the aid of dozens of players for higher elite knowledge... it's all part of the game the player must play in pursuit of greater knowledge.

Skill and Statistics: This is one of the more basic fundamentals of knowledge learning. You can't walk up to Gromth the Mauler and ask to learn his patented "Berserker Hammer Throw" if your character has never once lifted a hammer and isn't very strong in the least. Gromth will dismiss your character as the skinny weakling that they are and send them on their way. Just about all forms of knowledge will have some sort of skill requirement, low or high. And some will require that characters have certain statistic scores before advancing.

Racial Faction: Using a fantasy stereotype, let’s say that your character wants to learn dwarven mining smithing techniques. If you character is a dwarf, then you're set. Just don't do anything to violently ostracize your character from the dwarf race and you'll be fine. But what if your character is not a dwarf. But instead a human, giant, or elf. Then the character has a lot of work ahead. First, they need to become a friend in the eyes of the dwarves just to be allowed access to dwarven cities. Then, when they do reach the dwarven trainers, it is still an uphill climb because the dwarves would much rather teach other dwarves. They'll probably put other races through much more grief in order to teach them their knowledge. No, of course, you don't have to be friends with dwarves to be a blacksmith. Every race to some extent knows how to smith. But maybe dwarves are viewed as the best, or maybe only dwarves know the specific techniques to fold and shape a special metal.

This is the case for all skills. A character can practice any skill they want without seeking aid outside their own race. But each race has slightly different forms of knowledge, and some have forms of knowledge viewed superior to all the rest. Sometimes cross-race training is easy. Orcs would probably happily teach a goblin without much coercion. Or sometimes it would be next to impossible. A reformed vampire would probably have next to no chance of entering a city of angels to learn their powerful holy magic.

Racial faction is one of the balancing forces of a race selection at character creation. Races like humans are viewed by many players as less than desirable. But humans, in some MMORPGs, are the most neutral of races and have an easier time interacting with a wider variety of characters than any other. Alternatively, if a player chooses a race like a dragon, devil, or undead lich, the character might have lots of power, but loses out because they may have trouble freely moving about world, and next to no chances of interacting with other races.

Professional/Organizational Prestige: Not all characters are content being faceless commoners with neither group nor nation to call their own. Some organizations exist directly for the accumulation and dissemination of knowledge. A Sorcerer's Guild or Witch's Circle might fit this description. Other organizations have far greater goals. Some are out to save the world and protect others. Some want to destroy their enemies or support crime. A few are out for political goals. And most want to create and generate wealth.

Prestige in this groups relate to trainers because in some cases trainers may be directly involved with the organizations. Characters would have to rise in the ranks in order to gain access and permission from the guild trainers from whom they wish to learn. Some trainers might have nothing to do with an organization, but for some reason or another, wants to teach those members. For instance, maybe a retired knight only wishes to help those who are honorable members of the Royal Guard, those whose blade is sworn in defense of king and realm.

Religious Fervor: Slightly related to prestige since some organizations are religious organizations. The difference being that you gain prestige for advancing in the eyes of the organization. Fervor is gained through acts deemed well by the actual deity. Occasionally, characters will come across trainers who will only teach those that they deem extremely pious. In rare cases, the gods themselves may bestow (or remove) gifts of knowledge to their most loyal subjects.

Alignment: Traditional RPGs give us the notion of alignments. Those fields of behavior, morality, and justice that defined by a character's actions. Characters fall somewhere in between good and evil and lawful and chaotic. Lawful good characters are those pillars of purity in the world who break no laws, speak no ills, an wish no harm. Lawful evil characters by comparison do break laws, but in an organized and honorable manner. Though evil, their honorable nature makes them "good guys" in the eyes of many. Just think back to the number of times the "hero" in popular movies and fiction has been a thief, mobster, etc. Similarly chaotic good characters are single-mindedly out to eradicate evil. They are the vigilantes and holy mercenaries of the world, smiting evil no matter where it is found (no matter how many laws broken or innocents killed in order to get to the evil). Similar to the strange nature of lawful evil, chaotic good characters are so bent on their ideas that they are viewed as "bad guys" by many. Lastly, chaotic evil is exactly as it sounds. Demons, devils, and undead minions whose only drive is to snuff out all life and see the world burn before them.

Through their actions, characters will move toward one of the four extremes, or maintain some measure of neutrality. Depending on what they are trying to learn, characters might have to take steps to change their alignment in order to receive training.

Time: The MMORPG Horizons was famous (or infamous) for suggesting the idea of time restrictions. In Horizons, there were many applications of time restrictions, the most well known being the dragon race. In the original design, dragons were the rarest of creatures, and also some of the most powerful. So in order to preserve these qualities, and still keep them a player selectable race, the developers imposed many harsh restrictions and challenges on the dragon race. This was in order to keep them truly rare and allow only the most dedicated players to reach the pinnacle of dragon strength. So time restrictions were added to illustrate a fairly notable concept: Dragons do not grow up over night.

Dragon characters started as mere hatchlings, weak and vulnerable to the many dangers of the world. After a couple weeks, their teeth and claws would harden to the extent that they can begin to defend themselves. In another month, they would gain the ability to breath fire. A few months down the path, and their tiny wings will have developed to the point that they can begin to glide. And so it would go, through the passage of time and skill advancements, dragons would slowly fulfill more of their primal potential.

Real life time is the ultimate pillar of challenge. It cannot be powergamed, powerful friends cannot quicken its passage, and seconds and minutes cannot be bought on e-bay by the thousands. When time restrictions are harsh enough, many players, even the most dedicated powergamers will simply give up and move on to easier skills. This was the reasoning of the original developers of Horizons who predicted that it would take even the most dedicated players 2-3 years to develop a dragon to their maximum frightful potential. (Note: Keep in mind, the was the Horizons design of 2000-2002. The actual Horizons of today is in many ways very different.)

In the Dual Track system, time can be used one of two ways. First, trainers might require a "getting to know" period. No one wants divulge secrets to someone he just met. Perhaps they'll tell the characters to return later after they've gotten to know them a bit. Second, perhaps the trainer will teach the character, but after which the character cannot immediately use the knowledge. This would simulate that a character has to practice the knowledge before actually using it live. Once the allotted time has passed, it will become fully available for the character to use.

Ideally, time restrictions would never be used alone. Trainers that have time restrictions will combine them with other prerequisites like skill work, quests, etc. In the best case scenario, once players have accomplished everything else required by the trainer, then the time requirement will be very close to completion.

Some severely criticize time restrictions as limiting player freedom and punishing powergamers simply because they have the time, energy, and know-how to play the game in the most efficient manner. Let's not ignore the issue, holding back powergamers is exactly the reason time restrictions are proposed. Time restrictions do prohibit players from doing whatever they want, whenever they want. But the skill, experience, and quest systems of every MMORPG do exactly the same thing. One does not simply walk into Everquest and is immediately granted level 400 with whatever powerful items they desire. Developing characters that possess the top 10% of power in MMORPGs takes dedication, desire, and patience. But more than anything else, it requires the will to overcome the challenge of climbing the ladder to be the best. Creating a elite master character in Star Wars Galaxies is truly a challenge for a solo player new to MMORPGs that plays only half a hour a day. The same task is not even remotely a challenge for those skilled gamers who sell "Master SWG Profession in 3 hours" guides on e-bay and playerauctions.

The usage of time restrictions is the last true obstacle developers can use to ensure that challenging tasks are such. That rare features of games remain rare. And that all players, regardless of their gaming background, have this one aspect of the challenge that they must all equally face.



Ideally, any one trainer will require a multitude of all of the above. Lower trainers might just take a bit of cash and teach anyone who shows up. Higher trainers, keepers of the arcane knowledge, will probably require a much higher level of effort and sacrifice on the part of the character.

Now to turn everything on its head. Most of this essay has been concerned with addressing the differences between knowledge and skill. But there is a twist. Knowledge, in fact... are skills. Imagine we have a fire mage character. The mage has three fire spells: Fire Shard (the easiest and weakest), Fire Ball, and Flame Ring. Every time the mage uses his Fire Ball spell, he is increasing his ability to control and use Fire Balls. Whenever he uses any of the three spells, he is increasing his affinity and ability with Fire-based magic. Every time he uses fire magic, he is working on magic in general, increasing his overall magic ability. Remember the two alchemists from earlier? This is why the first was better for healing potions. Because healing potions are all he makes. Even though both alchemists had equal skill with alchemy, the first had more experience preparing his specialty. This is the dynamic nature of the skill system, in which any action may affect a multitude of other skills. It is also in this way that every character is both totally unique, and uniquely powerful.

The Result:

What do we really get out of the Dual Track system? Here are a few interesting side-effects and results.

The Specialist and the Generalist: It's a question as old as skill systems themselves. Does one focus on one skill or set of skills, or instead diversify in a number of skills in order create a more balanced character. Most MMORPGs have severely limited the scope of generalists. Either by prematurely limiting how many skills a character can learn, or by locking them into a single profession for the life of the character.

In the Dual Track system, generalist characters are very powerful for a number of reasons. 1) Their wide variety of skills ensures that they have some use in many situations, and 2) Even if they don't have the most advanced forms of knowledge, they will continue to improve in the skills and knowledge they do have.

Specialists are those rare breed of character that manages to choose only one path to follow as long as it will take them. As reward for their focus, specialists possess far greater potential power than generalists. In exchange, specialists are only truly useful in that one area of expertise. Characters cannot take too many areas to their highest levels of power, the trainers will not allow it. Imagine a character that learns a few air spells. Some characters might use air spells to help in combat, helping with archery and thrown weapons. But what if the air mage wants to move further in his training? Many magic users have a high distain for those who choose to fight with mundane weapons (in their view). Some magic trainers will simply refuse to teach characters who possess too many skills related to physical combat. So maybe the air mage turns his back on his archer life, devoting his time only to magic. At this stage, many air mages like to learn some earth magic to create powerful spells using flying sand. Others learn a bit of fire magic to enhance the deadly potential of their skill with air. Then there are those who choose to continue only with air. This is again, because of the trainers. The higher the knowledge of air, the more likely the trainers will wish that the student focuses only on air magic. In this way, the path of the specialist slowly squeezes out all other avenues, leaving only the one true path.

There are many challenges on the path to being the best. A sort of forced focus is only one of those challenges. In the Dual Track system, true extreme specialists will be very rare. For most, the challenges will be too great, and the temptations to stray from the path, too strong.

Putting achiever-oriented characters through this choice is good for MMORPGs. Those who seek ultimate power will have to sacrifice overall usefulness, acknowledging the fact for all their power, they are in fact useless in many other situations. Those who choose to have it all will have to sacrifice potential future power as well as acknowledging the fact that there will be many situations in which they will need help from others.

Skill Webs: There is this old anecdote about a mailroom worker who had dreams of being successful in the business world. He remarked to all his friends how he was going to climb up the ladder of success. One friend, tired of that particular cliché, quipped "There are lots of ladders in the business world, friend, and which way is up anyway?" The friend responded, "The proper ladder is whichever one on which I lay my hand, and "up" is whichever direction the top of my head happens to be pointing."

Skill trees have been relatively uniform from game to game. There are roots (foundations) which lead up to various branches and up to the top. The process is for the most part direct and linear, start at the bottom, work your way up. Level based systems are even simpler. Start here, then go straight down this path to Level Infinity. Using the Dual Track system, we have a chance to evolve skill trees into something greater. Since every form of knowledge is also a skill, then each piece of knowledge can, in itself, lead to greater forms of knowledge. This is the concept of Skill Webs, where at literally every turn, a player could choose from many potential paths.

Go back to our Fire Mage. What if he stopped his spell learning at Fire Shard, the weakest offensive fire spell. Common player perception probably pushes most players past Fire Shard as quickly as possible, in order to learn the more advanced fire spells. But this player choose to stop at Fire Shard. This really isn't a bad choice since the character's skill at using fire shard will improve through practice. In fact, this character will probably have a much better fire shard than the mages who quickly passed by the spell. More importantly, by diligently practicing fire shard, the character gains the chance to learn other spells based on the same concept like multiple fire shards and fire shard volley (both of which blast many fire shards at a target). These are powerful spells, that the vast majority of fire mages, distracted by future gains, probably won't take the time to research.

One of the main goals of skill webs is to truly shift the responsibility of defining the proper path from the developer to the player. We want players to ask "which way is up?" Potential paths to power will exist in every direction around the player, since every piece of knowledge, in its own way, can lead to greater power. No longer will we tell players where to go or explicitly define "mastery" to them. Each player will find their own path. Again, ensuring that each player is totally unique, and uniquely powerful.

Smoothing the Powergamer Curve: The system helps out the casual gamer a bit. Especially if time caps are used. Let's say two new characters want to learn a special sword feint from a trainer, but the trainer requires X sword skill and has a time restriction of one week. The casual gamer might easily make the X sword skill playing an hour a day, and when the week is up, he's ready to learn the new special move. The powergamer might work the sword skill 24/7, but he still can't learn the special move until the end of the week. The powerplayed character is still better than the casual (of course), but at least he isn't lightyears ahead. And given a casual comparison, based on skill (which is somewhat hidden) and knowledge (which is highly visible), then the two characters don't seem very far apart at all.

Even without time restrictions, the Dual Track system allows for massive skill webs. For every character, so much customization is possible that every player has the chance to be the first or best at their own unique combination of skills.

Two Tracks of Advancement: There is a great benefit to the fact that there are two somewhat related forms of advancement. Most players will try to raise a balanced character with using a mix of knowledge and skill, but that doesn't have to be the case. There might be a player who simply enjoys having his character run around with his sword and kill enemies. He dislikes jumping through the hoops, quests, and non-combat distractions he might be made to pursue for knowledge. So he just avoids it. And that's his choice. His character simply uses his sword and overtime gains more skill, strength, and stamina.

Another player also has a swordsman character, but unlike the first, she dislikes practicing with the sword. She prefers hanging out with his friends and going on quests for more knowledge. Maybe she joined a fencing school, and does only the minimum amount of actual work with the sword to gain more knowledge.

Now what happens if these two characters were to meet in combat? The first is faster, stronger, and has more skill with the sword. The second has a solid technique, more knowledge of how to properly use the sword, and combatively is tactically superior. So who wins? That's not easy to answer, because they are both, in their own ways, powerful users of the sword. This is yet another example of how the Dual Track system gives many choices to the player, many possible paths to take.



There are many potential barriers to everything presented in this essay. Technology must be improved considerably. Developers/publishers must be willing to invest the funds and energy into skill systems of such size and scope that before have never been attempted. Many players must be willing to try something different from everything they have known.

Though the obstacles are many, the MMORPGs of the future will continue to evolve, improve, and advance. It is my hope that someday we'll all have the chance to experience an experience system similar to the Dual Track system presented here. And after playing it, develop those skill systems of the far off future, of whose methods we can neither conceive nor visualize today.

That's it for the Dual Track Advancement System. Feel free to use this essay as you choose. Take the ideas as your own, change others, and form your own opinion of the advancement system you would like to use in your own personal MMORPG. If you like the Dual Track system, be sure to tell others and explain why. If you hate it, then rip it apart and develop your own theories you deem superior. But above all else, continue the flow of ideas. By communicating our ideas, dreams, and passion for MMORPGs to others, we help the industry grow. In this small way, we each do our part to lift up our favorite genre of gaming.

(Also see the follow-up essay to this one: Wooden Swords and Battle Scars)



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