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Indie game designer calls MMOs "empty," craves something more

If World of Warcraft or Lord of the Rings Online didn't have levels or gear, would you still play? Would you still spend several hours fighting Murlocs or servants of the White Hand if the point was the battle itself, and not the XP and loot rewards?

At MIGS 2007, indie game developer Jonathan Blow talked about differentiating between gameplay that hooks players with fun or an emotionally affecting story, and gameplay that hooks players with an addictive rewards system.

"MMOs are notorious for having relatively empty gameplay, but keeping players hooked with constant fake rewards. This creates the treadmill," he said. "Rewards are a way of lying to the player so they feel good and continue to play the game ... but I am forced to put forth this question -- would they still play a game if it took out all the scheduled rewards?"

Gamasutra wrote up the highlights of Blow's presentation. It's a lengthy article that reaches far beyond MMOs, and is a must-read for people who are serious about gaming. But what's the answer to his MMO question? Does World of Warcraft (or any other game like it) feed a hunger for fun gameplay, or is it just a quick-but-empty fix? We have to tackle that question if the MMO is ever going to move past the grind and become something substantial.