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Originally Posted by Vinraith
Because as a user base ages it tends to become less mature, and the fundamental nature of keeping said user base hooked means pressing them only as far as they'll tolerate. In this case, reducing level time keeps more people playing the game, simple. .
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That, and as the average character level goes up, it becomes a barrier to entry for new players. All grind MMOs gradually flatten out the leveling curve as the community ages for this reason. If it takes too long to get caught up, why start?
And if people don't see that such games are in fact designed to waste a player's time, then perhaps a less judgemental description would help bring the point home. If they aren't designed to waste your time, they are certainly designed so that any particular list of tasks will take an average player a pre-defined and closely scrutinized amount of real-world time to complete. Such task lists include but are not limited to: leveling, questing, acquiring gear, gathering resources for crafting professions, building wealth, improving travel speed (mounts), getting to and finishing dungeons, and on and on, to include absolutely everything that is generally considered 'playing the game' (i.e. anything but socializing or just goofing off). If you spent time moving up the power curve of the game in some way, there is a formula in a spreadsheet at Blizzard HQ that describes how much you paid for your progress, and how much it cost them to provide you with that sense of accomplishment. For example, they know how much an Epic Mount costs (in RL money), based on the average RL time it takes to acquire one. And you can be sure, they adjust that timescale so that Epic Mounts are a big money maker.
The time it takes to get things done is the primary consideration for makers of P2P MMOs. It's not the only consideration, but it must come first, and it impacts every design decision they make. Its effects show up everywhere from the spawn rates of Peacebloom to the drop rates of the best epic gear.
The thing that's most un-fun about WoW (and other EQ knock offs) is that absolutely every form of progress is a tiny, incremental increase in power. And since the game is built around time, as your power increases, each increment gets smaller and takes longer to achieve. I heard one of the designers on TV the other day talking about the next expansion. He was saying they're introducing a new profession, which I thought at first would have to be pretty interesting. Then when he pointed out that this new profession will be able to create inscriptions which "for example, might add 1% to your crit rate", I just laughed. I mean, I know that sounds sexeh to someone who has spent months eeking out every last drop of dps from their Rogue, but in the end it's completely ridiculous.