It's not about infinite vs finite. I used to play Dark Age of Camelot, a now old mmorpg, relying heavily on a tri-faction group pvp to take territory, then thanks to that claim, take some sacred relics that granted more power to the foreign faction that owned them. It's an infinite system, but territory and the relics were very meaningful because it was tough gaining those relics or expelling those invaiders, and engaged most the realm to claim or defend. But there's nothing of the sort for PS2. I mean, it's not because my VS empire is going to claim Hossin for instance, that i'm going to consider Hossin home territory. Yet in DAOC, i had a home territory and didn't want it taken. As i knew my home territory, i knew just as well knew that my progression was through penetrating into the enemy's own, because he considers his territory the same as i do mine. In PS2 there's no "home", there's no "foreign": it's only "here" and "there". As such there is no perceptible progression. I do regret that it's so, and seemingly not susceptible to any change.. Not that i don't enjoy the team DM, but still... By the way, i'm the kind that looks everywhere, and that's my way of having fun: though i do care about statistics, i don't do it because of them, but just because that's my way of playing: i'm a prudent player, and i enter a PS2 building in about the same way you see some TV show's swat team storm in, looking at every corner! For me it can't be as fun if i don't consider my character's death a state of failure.