The one-character philosophy exists and has persisted because of these design decisions:
- Player characters do not age.
- Player characters cannot actually die.
- There can only be a limited number of PCs per player.
- Character advancement is very time-consuming.
- Character advancement is almost entirely vertical.
- Grinds are necessary to keep players playing if they are meant to stick to one character. Developers want to milk as much play time from characters as humanly possible.
- Vertical character progression has to be long. This means that level barriers lie between you and having fun doing what you want in the game world.
- The wild swings of the nerfbat turn your favorite max level character into a useless sideshow in your favorite style of play. You’ve put 150 days of playtime into your character, but now it’s all rendered moot because the balance has tipped out of your favor.
- Making an alt means repeating the whole grind again!
- Lots of vertical progression means lots of content strewn across the game world that is only accessible to narrow groups of players at a time. 90% of the game world is useful to less than 10% of the players at a given time. Making good content is difficult and uneconomical considering the low number of total hours players will spend with that content.
- Max level boredom is the result of grinding your way to max level, then looking out over the desolate landscapes of useless locales and wondering “now that I’ve climbed the mountain, what do I do next?” This is less a problem is World of Warcraft, because the game is very top-heavy, but in other games this is brutal. (Warhammer)
- Death has to be meaningless or half of the players will run around naked, sit in town and macro all day, or become exploiters due to inhuman risk aversion.
- Permanent decisions are anathema because characters have to live with what might be cripplingly bad decisions for the rest of eternity unless the player wants to throw away the time spent on that character.
Problems with perma-death:
- Discourages character investment.
- May overly reward excessive play-time.
- Character progression may be overly repetitive.
- Managing too many characters at once.
- Focus on horizontal character progression.
- Ensure there are important activities that a character can only do when the player is offline. Characters may have to sleep for a certain amount of their lives to not face penalties. Such penalties make it optimal to play multiple characters while not necessarily making every one of them uber.
- Reduce vertical progression to the side-effect of good and skillful play. A 10% cap on vertical ability gain would be reasonable. Ensure that vertical progression is no longer the focus—speccing well and having a strategy for your character should be more important.
- You don’t need to be logged in as particular characters to perform certain actions. Perhaps web-based or otherwise out-of-game interfaces would be more effective for managing the auction house, trade goods production, and other repetitive activities that can be more effectively managed from a dedicated interface outside of the game engine.