Vindictus may look like a mindless hack-and-slash game, but there are some design elements that make my intellectual side flutter like a high-school girl over Jacob’s abs.
Vindictus has something really nice going for it: Titles.
Most titles I’ve seen in the game do not require you to wear them to get a stat benefit, much like how LOTRO handles traits. Titles are those little bits and pieces of development that fills in the gaps between levels and gear. Of course, there are titles for doing silly things like killing mobs with kicks, environment weapons, etc., which encourages plenty of hilarity, but economically, they do little. Equipment titles, on the other hand, will keep the economy running for a long time.
Equipment set titles bandage this issue. Unlike in most games, when you score an equipment set, it provides you a bonus as long as you wear it, which is always painful. Naturally, your first set is replaced in a day and you bemoan your efforts. Vindictus gently urges you to get sets because they contribute to your stats permanently. Subsequently, when the game matures, many players will want to maximize their base stats and will likely forgo the grind for materials and support the economy via auction house. Equipment set titles are a great, and I mean GREAT, way to keep the wheels turning in MMO economies.
Tokens are surprisingly awesome.
At first, you might scream, “Oh no, it’s like FF14’s fatigue system!” To some degree, you are right, tokens are designed to limit your maximum progress per day, or rather, they’re telling you to get a life in the nicest way possible. I’m fine with this practice because game companies shouldn’t be afraid to tell you that there are more important things in life. However, tokens don’t just teach that lesson; they augment responsibility.
For the first 7 completions per day, each tier 2+ mission requires 2 silver coins. 7-14 requires 3 coins, 15-21 requires 4 coins. You have a maximum of 50 coins, which are recharged periodically (Not sure of the dates.) Efficient use of coins is obvious here: only do 7 runs per day so you get more than the guy who dumps all of his coins on a single day. This is awesome. It helps shorten the gap between casuals and non-casuals, encourages players to exhibit some level of restraint and ensures that all traditional forms of Chinese Gold Farming benefits the publisher and developer, assuming you can buy platinum coins via cash-shop, one of which replaces the cost of silver coins.
I know what you’re thinking right now, fellow grinder. They’re stupid for limiting me. I should be able to dick-measure with investment alone.
Yeah, no. Listen, that mentality has allowed farming companies and sweatshops to flourish simply because time investment is the core component of progress in MMOs. Trust me on this when I say that gold-farmers can trump your time-sinking powers two-fold without breaking a sweat. You want a game that requires skill and not a freaking bot to be on the top-tier. Being against this token system is basically akin to encouraging inflation in a game economy.
You know what tokens mean? Players can dominate the economic field for once, or at least aren’t at the mercy of gold-buyers. I don’t know about you, but I’ll play Civ 5 for a little bit every week instead of suffering the hopelessness associated with inflation.