There's however a major difference.
XP is fungible. One point of XP gained killing a bear, completing a fed-ex quest, uncovering a new mini-map area, is equal to the other point of XP. As a result, you can go to the place where XP is most efficient, and do it to the exclusion of nothing else. In the end, you get people who max their level in 40 hours of /played, and people who max it in 10 days of /played.
Milestones are specialized. If you need to kill 100 bears, then you need to get to a bear area, find them, and kill them. You can't run to an outpost to deliver a parcel: no bear killed. You can't AOE hundred of wolves very fast: no bear killed. You DO have to jump through the very specific and narrow hoop the designer has created for you. It is much harder to find the optimal area or path to fill your milestone.
There is no difference in outcome, there's a hell of a difference in option.
In your magical milestone system, you must complete tasks, either in order, or within a subset to progress. If the task is to kill 100 bears, there are better ways to kill said 100 bears than other ways. The powerlevel crowd will find the area with the highest density of bears, with the shortest distance between them and the next area, and the highest amount of damage to kill them faster than other people. This is why it doesn't matter if it's a milestone, achievement or just plain good old xp bars.
To explain to you how a milestone system works, just take a look at the Warcraft model and lets remove a few things. Firstly, no monsters give XP. Quests now no longer give XP either, in fact, there is no XP bar at all. Once you start the game as.. say an Orc, you get some quests to bash some pigs, and later on some peons to slap around and get to work. As you work through these tasks in the order you are given them, you will unlock new, and useful abilities. When you've completed that structured area (aka the first newbie area) you can move on to do other quests in the next area that happens to have some trolls in it.
It is impossible to think that this system outlined above is anything but the incarnation of the anti-christ and illustrates perfectly just how much hand holding is possible in a theme-park style game. Damn near all choice has been removed, but I can guarantee you, that some people will progress faster than others.
Space-baring in SWOTR is a classic example of powerleveling in a milestone environment. Skipping those cut scenes gave me a drastic increase in my leveling speed.
Forget all this bullshit about vertical or horizontal leveling, it's all bullshit to obfuscate the matter at hand.
Quaid_sl said:
We are talking about the ability to effectively speed grind in an environment that is based on achievement rather than xp bars.
Darkfall: Unholy Wars has an achievement system that grants you character power. There is no XP. You kill numbers of mobs, and mob types to complete achievements. Once completed, you are given points to spend on advancing your character. Advancing your weapon skills will/might make it easier to complete other harder monster based achievements. All this even applies to crafting.
One enterprising player offered to buy (for RL cash) all the materials players had gathered. In a few days, he'd spend a few hundred dollars and maxed out a few different crafts, which using the points gained from the achievement system he put back into his combat abilities, making him the toughest (highest prowess) character in the game for very little effort, and in a remarkably short amount of time.
If you still believe that milestones, achievements or any other variant of progression is not the same as an XP bar, then you've had the developer spin doctors pull one over on you, and you should be ashamed.