
Originally Posted by
Dusk
The main point of the video is that power creep is bad because 1. it invalidates older content and 2. the treadmill feels bad. This is definitely an issue with WoW. Until mid Cataclysm, whenever a new raid tier came out, the older content up to (and later, including) the previous raid tier would become completely obsolete. The gear was no longer useful, because all of the new stuff was statistically better in every way. After they introduced higher level dungeons to help people catch up without slogging through all the old raids just to gear up for the current raid tier in late BC, the only reason you'd ever do it was to farm for a specific (shiny but useless) legendary or get an achievement.
Transmog has alleviated that, somewhat. A lot of the old item sets look awesome, so people have incentive to go back and farm for those. This keeps the older content somewhat useful, even if it is no longer relevant to current gameplay.
Back to what I was saying about LoL, I just thought it was a pretty stark transition between his examples. LoL is an entirely PvP game in which your characters do not retain progress between games. There doesn't need to be any increase in power over time, because they are selling champions based on completionism and aesthetic whimsy. Which is of course, good design, but entirely inapplicable to a game where characters are persistent and get stronger over time. He needed to look at examples of how power creep has been handled in other MMORPGs. To my knowledge, there aren't any systems that work well without giving players more power over time in some way, at least numerically, though Guild Wars 2 looks like it will do a pretty good job of keeping old content relevant, with the level downscaling, and since it's PvP focused and there are a lot of completion and cosmetic upgrades to work for in PvE, they may be able to keep power creep reasonable in expansions.
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