While playing beta I’ve noticed that every map is inhabited by unique monster types. Leaving that location means that you will unlikely meet those mobs again.
In my opinion this is terribly wrong idea, since it harms engagement with the game world. I don’t like when I pass content and never see it again. I don’t feel any emotional connection to games like that, they look too generic and cheaply made.
I’d suggest to alter mob distribution so that same monster kinds spawns in a few adjacent locations (or some fractal distribution, which is even better). I can see next benefits from doing so:
- Less content is needed to fill game world. This allows to throw additional resources to improve quality of assets (i.e. monsters) or other needs.
- People can hunt same monsters at different locations, which is huge plus for relief and exploration (who knows where the best spawn is).
- Progression becomes more smooth. Players won’t always meet significantly stronger mobs at every new area as it is now.
- Fewer mob types can make hunting them feel more engaging and rewarding. Why? Because monsters will drop more item types and getting specific one becomes a slot machine. And let’s admit it, slot machine mechanics works excellent in computer games.
- Last but not least, players will meet weaker mobs they remember from previous locations along their journey. This builds emotional binds to game and allows players to test how much their might have grown. Don’t you agree that it would be awesome to meet a few popolions at level 40+ location and squash them with your newly learned Rank 3 skills? =)