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A friend of mine sent me a link to an article at Kotaku about forthcoming MMO The Secret World. According to the article:

[The Secret World] is a game that takes place in the real world of today, only everything is true. Aliens and demons exist. The world is hollow. There are monsters under your bed.

The portion of the article that got my attention was this:

And what of progression? The Secret World is a game without levels and experience, so how do you show the rest of the game how good you are?

This paragraph blew my mind twice.

Upon reading that The Secret World was a game without levels and experience, I exulted. Awesome! Different! Maybe everybody gets to have fun right away, and your capability for impact isn’t limited by how many bad guys you’ve killed and how many widgets you’ve crafted!

But later in the very same sentence my reaction turned to horror. (“…[S]o how do you show the rest of the game how good you are?”) Good grief, really?! Does it really go totally without saying in the videogame press that levels and experience boil down to the expensive designer jeans of the MMO crowd?

I took some heat in the comments of my recent Escapist article on the subject of narrow mechanical thinking in the evolution of game design, and it looks like the same cherished assumptions are in play here. I guess I became a jaded, fringe-dwelling game design anarchist at some point when I wasn’t paying close enough attention.

Luckily for potential players of The Secret World, the game turns out to have levels and experience after all, they’re just called other things. (You advance in rank within your secret society, and the system tracks “every statistic possible” about your performance in play, and puts them on leaderboards.) So, not to worry, MMO-heads—nothing to deliver an unwelcome challenge to your worldview here, after all.