I've had a long and checkered history in MMORPGs, from Ultima Online to World of Warcraft and, of course, Second Life. After Dark Age of Camelot, but before WoW, I spent quite a lot of time in Star Wars: Galaxies.
That in itself is a bit weird. After all, I can't stand Star Wars. But I'll try any game for a while, and SWG hooked me because of its variety. You didn't have to spend lots of time rerunning the same quests, you didn't need to group, and it was easy to run at your own pace.
I became a scout, then a ranger, and was getting close to Master Ranger when the infamous NGE - New Game Enhancements - game along and pretty much broke the came. My class, along with some much loved other ones, disappeared over night. I never logged in again.
There's a brilliant account of what happened - and the lessons for game designers - at The Escapist. One of the lessons it outlines is this:
• Many players don't experience a persistent online world as "a game." They experience it as "my life." An online world's hardcore players view themselves as citizens. Some want to be good citizens, some bad, but the entire core wants to believe they belong to something permanent.
That's something, I think, that Linden Lab ought to take on board, before it repeats some of the mistakes that SoE made.
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