One of my favorite games of all time was Ragnarok Online. Sure, it’s an MMORPG as opposed to an ARPG. Yes, the base game was a Korean grindcore festival. But I feel like there were so many things about the game design philosophy that were incredible, and you just don’t see those things in most games these days. I’ll list some of my favorites in no particular order.
1. The End-Game Isn’t Tied to the Level Cap
This is sort of similar to Diablo 2 in the sense that, yes, there is a level cap, but there’s not really anything at the level cap that you can’t get at a lower level. If we were to set an arbitrary level cap of 99, end-game should start around say 70-80 depending on the experience curve. That is to say, all zones, gear, resources, etc should be available to the players at this point. The additional levels will allow you to fine-tune you character with attributes/talents/skill levels/etc, but by no means are you simply locked out of the end-game content by not being at max level. So you can start pushing end-game and perfecting your builds, and your character levels simply come as a product of playing the game. This leads into my next point…
2. There’s Something to Do at All Level Ranges
One of the most tedious things about MMOs and ARPGs alike is that the start of the game is basically just a rush to the level cap. This problem exacerbates itself with each new expansion to the point that a game like WoW is now considering a “squish” to basically the entire level and content system. Even in D3, we see this at the start of seasons where everyone is just power-leveling a character to 70 as fast as they can, or waiting for their friends to get to 70 so they can get a carry because nothing before 70 matters.
The question then becomes, how do you make early-game content stay relevant?
3. Everything Single Item Drop in the Game is Useful to Someone
Not necessary, just useful.
When you were a brand new player in Ragnarok Online, chances are the very first monster you killed was a pink little jelly blob called a Poring, and it drops something called Jellopy. Different kinds and levels of Porings appear throughout the game’s content, but they all drop this basic inconspicuous item. Players who like to hoard every item they could would end up with thousands of these things. And then someone finds an NPC who wants thousand of them and will give you a hat that looks like a Poring in exchange. A new class was introduced that could use Jellopy to craft certain resources for its abilities.
With the way that item enhancements and damage calculations worked, low-level weapons and armor were sometimes superior to high level weapons/armor. Low level equipment had more slots for enhancements, whereas high level equipment had less (or none). Additionally, equipment could be upgraded (+1-10) but upgrading past a certain amount had a failure rate, and if you failed the equipment would break and be lost. Meaning if you wanted to fish for that +10, you had to get a lot of that item and the necessary upgrade materials and sort of “leap frog” your upgrades so you’re always keeping your best one.
So even as new players were leveling through the early game areas and collecting these low level items and equipment, they could keep them knowing that someone, be it a player or NPC, would want it and they could sell or trade it later. So every single zone and monster in the game was always relevant.
4. PVP Wasn’t Balanced, but That’s OK
Balancing PVP is hard. It’s even harder to do it without effectively making each class a reflection of the other. But it should be OK that certain builds will be your antithesis. Sure there were places where 1v1 or small PVP skirmishes happened, but the game was largely “balanced” around Guild.vs.Guild warfare. I think a lot of games have tried to recreate this kind of PVP, but honestly none of them have felt as good as the War of Emperium did in Ragnarok. Literally some of the most fun I’ve ever had in PVP gaming.
5. Guilds/Clans are Useful, and They’re Useful for All Types of Players
The guild system is Ragnarok was so great. Players could choose to donate some of the experience they gain while leveling (0-100% and could be changed at any time), and some of the money they earn from drops and vendor sales, to help level up the guild for extra perks. This means that even a dedicated “PVP” guild would want to recruit casual PVE members, and those members are actually contributing to the guild in a meaningful way even if they don’t directly participate in the PVP events.
So for the seeming majority of the player-base in D3 who like to say “Well I have no friends so group play isn’t for me,” that’s still fine. They could be recruited to a clan and never say a word in clan chat or participate in any group activities, but if they have a way to passively donate some of their resources to the greater whole they could still have a sense of belonging. And once you’re at max level, you can just turn on 100% experience donations since it’s just not useful for you anymore.
6. Rewards for Participating in World Events
Ragnarok had an “MVP” system where the player who dealt the most damage to a world boss would get bonus experience and an extra item. The extra item was never anything amazing, but that wasn’t the point.
While I think the idea of just rewarding one player is a little too narrow, I do like the idea of rewarding players for meeting certain conditions in a world encounter. What could be done instead is providing challenge conditions like beating the world boss within a certain time limit, beating it without causing a stagger, beating it while making sure a certain ability was always interrupted, etc. etc. If the players meet the condition, they get an additional loot drop either from the entire boss’s loot table or a fixed loot table. Hopefully challenges like this would deter players from just tagging the boss and AFKing, which I think is a concern for many players.
7. Hidden Quests and Entrances into New Areas
I know they’ve already mentioned a non-linear storyline for D4. But it would be even cooler if you could also just randomly find NPCs in a sub-basement of some decrepit shelter in the dark corner of an abandoned map that set you on a questline that would actually end up opening a whole new area. And most importantly, don’t tell the players that these things are in the game.
Don’t ever just show the players your game. Leave some of it to be discovered. People would lose their collective minds if they found out that there was an entire part of the game they never knew existed simply because no one had found out how to unlock it yet, and it’s those kinds of things that can make a game really memorable. I mean, once people know that these sort of easter eggs exist, there would be a huge shift in community paradigm and people would really start exploring every nook and cranny looking to see if they missed anything else. Furthermore, it helps the players feel like they’re in a living, breathing world rather than just base camp/sanctuaries surrounded by monsters. Perhaps dataminers make keeping secrets like this a little difficult, but I think it’s worth considering.
That’s about all I can think of right know. Even though Ragnarok was an MMO, I feel like a lot of these lessons and philosophies can be easily carried over into an ARPG.