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The MMORPG Bloat Problem | MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited January 2021 in News & Features Discussion

imageThe MMORPG Bloat Problem | MMORPG.com

In returning to EverQuest II, Jonathan noticed there's a major issue that plagues basically every MMORPG on the market. In his latest piece for MMORPG, he takes a look at MMORPG's problem with bloat.

Read the full story here


Gdemamixpsync
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Comments

  • xpsyncxpsync Member EpicPosts: 1,854
    edited January 2021
    WoW, love i or hate it, Shadowlands pretty much solved the issue completely, pick the old content to level through, and the every two year reset prevents bloat. "so when I tried World of Warcraft, it felt like I was being handed a paint-by-numbers game." Love it! i usually go with Fisher Price or Easy Bake oven.
    itchmon
    My faith is my shield! - Turalyon 2022

    Your legend ends here and now! - (Battles Won Long Ago)

    Currently Playing; Dragonflight and SWG:L
  • Po_ggPo_gg Member EpicPosts: 5,749
    Streamlining is never the solution (neither hand holding, etc.), at least imo - and maybe I'm biased since I like leveling up new alts and don't see this "bloat".

    Also, for the record, Neverwinter gives you at least 3 mounts for free. Sure, lame white quality, but as the phrase goes, never look a gift mount in the mouth.
    LotRO also gives free riding skill at level 20 - IF you're a subscriber. (mounts themselves are either free or cheap for ingame gold. Store mounts are just cosmetics)
    angerbeaverBuschkatzeStarlightMuse1
  • ScotScot Member LegendaryPosts: 24,427
    edited January 2021
    There is no reason for new players to skip the old areas, but a case can be made for alts skipping it. There needs to be ways to bring the high level players back to the old areas, maybe some some dreadful dailies, that would at least mean the old areas where seeing life as new players went through them.
    ultimateduck
  • DafAtRandomDafAtRandom Member UncommonPosts: 129
    Wow. I couldn't disagree more with everything in this article. To me, EQ2's appeal IS that it has a lot more content, more choices, than any other game out there. Blaming a game for having too much content is like blaming a restaurant for having too many dishes to choose from. A sign of the times I suppose, but then again I guess I shouldn't expect much from somebody that couldn't get past level 9 in a game that was expecting you to actually work to better your character, as opposed to have everything handed to you.
    The problem is not that there is a lot of old content, the problem is gaming companies don't put any incentives to revisit them. And no, double XP is not always the best way to handle incentives. Some people don't actually want to get to max level in 20 hours...some of us WANT to experience everything a game has to offer, especially the first time through.
    SovrathfoppoteePo_ggWhiteLanternHatefullseraphis79rounnerValdheimTacticalZombehStarlightMuse1and 2 others.
  • xpsyncxpsync Member EpicPosts: 1,854
    The McDonalds factor ruined mmorpg's. That augmentation warped what they are, inserting a fundamental flaw in the entire design of what an mmorpg is supposed to be at its core.

    A world where you "adventure" and "Survive". Questing, Crafting, hard af content, an overflowing amount of stuff to do, glacier slow leveling. Friends became extended family.

    They were designed to last, keep you actively playing, month, after month, after month, Year, after Year, after Year, all in the same game, thus where the term "Home" came from, Now, they're just flashy fucking night clubs.

    BUT... People love McDonald's, easy fast food, easy fast leveling.

    It was so much better when it was niche.
    Sovrath[Deleted User]ultimateduckGdemamiTheocritusHatefullLackingMMOReverielleValdheimScotand 4 others.
    My faith is my shield! - Turalyon 2022

    Your legend ends here and now! - (Battles Won Long Ago)

    Currently Playing; Dragonflight and SWG:L
  • Viper482Viper482 Member LegendaryPosts: 4,101
    When I saw EQII and bloat I thought this would be about the fact at end game you have to create an entire action bar worth of macros unless you want 5 full action bars of abilities. Talk about bloat.
    itchmonrkip
    Make MMORPG's Great Again!
  • koldmiserkoldmiser Member RarePosts: 353
    Dark Age of Camelot implemented a nice way to get around some of this. After you hit level cap you could auto level an alt to level 20 or 30. And you could do it at any point prior to those levels. So I would start a new character, play for a few levels to get a feel for the class, then go to the NPC and auto level to 20 or 30.
    ScotultimateduckBuschkatze
  • kilunkilun Member UncommonPosts: 829
    You know there is a whole section of people that play to just play. They don't care for endgame, and have 20 alts, playing their own way.

    Your whole argument is time. Why would I do X area and get 10 levels in 3days, when I could go do X and get the same 10 levels in 3 hours. Maybe because someone wants to, I don't know, enjoy it?

    Not everyone wants to be a freaking treadmill grinder. Not everyone wants to have an epeen. Maybe some people just want to enjoy the game in the middle of nowhere smashing some face having fun.

    You can clearly see this is the case if you look at people talk about how many hours they played in Skyrim or any survival game.

    The problem isn't bloat, the problem is instant gratification. I want it now. I don't want to wait. I don't care about how I get to level 50, I just need to be level 50 to go enjoy the game. Well a whole slew of people actually play the opposite, and never get to 50. I enjoyed 8 months in WOW. I never made it past level 49. The endgame was terrifying. I'll go farm turtles for 3 days straight, but tell me I got to run a boss multiple times and I'm out.
    IselinxpsyncultimateduckPo_ggHatefullseraphis79QuizzicalValdheimTacticalZombehBuschkatzeand 5 others.
  • xpsyncxpsync Member EpicPosts: 1,854
    "I don't care about how I get to level 50, I just need to be level 50 to go enjoy the game."

    Close not quite right it's...

    I don't care about how I get to level 50, I just need to be level 50 so i can whine like a little baby about howe ther isn't anyting to do and its grindy. lol
    kilunPo_ggQuizzicalValdheimrojoArcueidRoxRocksDem1urgeibeckerSeedyman
    My faith is my shield! - Turalyon 2022

    Your legend ends here and now! - (Battles Won Long Ago)

    Currently Playing; Dragonflight and SWG:L
  • AreteoAreteo Member UncommonPosts: 55
    You know, some of us hate endgame content and move on from a game shortly after reaching max level. It's the journey that is the point (a fact few if any games really cater to anymore, which is why I've given up on MMOs, despite loving to play them).
    xpsyncPo_ggHatefullValdheimTacticalZombehBuschkatzerojoArcueidStarlightMuse1Seedyman
  • olepiolepi Member EpicPosts: 3,053
    "It shouldn’t take you 100+ hours of gameplay to get to the maximum level"

    Perhaps that is the problem. 100 hours in a MMORPG is nothing. It took me close to a year to get my first 50 in DAOC. I spent more than 100 hours in Vanguard just farming for the mount I wanted. Becoming a master crafter in many games takes more than 100 hours.

    For me, an MMORPG is a world to live and move and have my being in. I might spend an entire day fishing, or just running around, not even leveling.

    If you consider the world as a hindrance, something that you have to get through to get to the next level, then perhaps MMORPG's are not the right genre for you.
    xpsyncIselinkilunPo_ggGdemamionemorecupcakeWhiteLanternTokkenHatefullUngoodand 13 others.

    ------------
    2024: 47 years on the Net.


  • WizardryWizardry Member LegendaryPosts: 19,332
    edited January 2021
    I do agree that games will tend to give yo ua very good idea of like or dislike early on but level 20 is NOT the level,not even sure where that level number derived from.

    OK so the dreaded sheep song and being slept.
    This is exactly why i loved FFXI,i felt a need to THINK about what i am doing and to always be aware of my surroundings.
    So i wanted to point out as a solo player that sheep song is pointless,soon youare attacked and hit even once you are awake again.However yes i bet many an early era group fought the sheep and were put to sleep and picked off one at a tiem until the group died.

    There are SEVERAL layers to this very early level encounter that is is crazy and NO other mmorpg has this level of depth this early in a game.So as a group the MANY layers of learning are ...
    1 Healer stays out of range of the sleep effect
    2 Healer can heal any player and awake them.
    3 If you feel the absolute needd to not be slept yo ucould take a poison potion that only hits you for 1 hp/tick and not be slept.
    4 CHOICE perhaps your group decides,you know what maybe this choice of foe is maybe not a good selection.Why is this important,well most games post FFXi make it too easy,you don't even need to think about anything because the connect the dots quests lead you directly into foes you will defeat >>SOLO.
    5 Group setup and player setup.If you are properly prepared your group might want to have an extra player with HEALING and since the game utilizes a sub job it is quite possible early on in game.No you will not have a sub job the first run of early mobs but that is all part of the learning process.
    6 VERY early on in a game like FFXI there are MANY aggro mobs,so you learn what to avoid or make a detour around.
    7 Various types of aggression mobs,some listen to you and some have to see you because their hearing is so bad and some will react to if yo uare injured or not ,this again is part of the learning process.

    So all this while you and your group are learning many things about depth of design while in a game such as Wow you simply click a npc with a marker over it's head,vee line for that quest mob and have it easy mode with literally no thinking at all.One might argue that Wow teaches you to think later on in game and eventually ,who knows maybe level 50 until you group and have any kind of challenge but the point is Level 20 is not really a factor at all because games can change a lot over time.



    Never forget 3 mile Island and never trust a government official or company spokesman.

  • xpsyncxpsync Member EpicPosts: 1,854

    Areteo said:

    You know, some of us hate endgame content and move on from a game shortly after reaching max level. It's the journey that is the point (a fact few if any games really cater to anymore, which is why I've given up on MMOs, despite loving to play them).



    I didn't give up i just decided to work with what we got, my only saving grace is SWG:L been there over 3 years and still got loads of stuff to do. I'm playing wow as my EQ2 replacement.

    I'm glad people still love EQ2, for me, i played from 2004 till 2008, (to me) they turned themselves into a wow clone when wow OG was a simplified dumbed the f down version of EQ2 and now it's even easier.

    I like Shadowlands even more now than i did at launch. Busy with other things so my available play time dropped, and had to adopt the mind set of i don't have time to do everything by reset, and oh man, enjoyment shot through the roof, wow unfortunately promotes a horrible mindset, of the falling behind factor.

    Even i fall prey to it, i've been enjoying the journey this expac from day one, mostly solo, doing my thing, taking my time but i guess not entirely as once i realized i just don't have time to get it all done and just log in and do whatever, like yikes, felt adventure, explore, was awesome to not feel like i'm working on the weekly to do list.

    Since they promote that mind set you find players that kept on schedule will end up with nothing really to do early on in the expansion, and now waiting for 9.1, unless they are raiding or have alts. So yeah, glad you kept on schedule, not! Alts help make this expac i have 3 more covenant's content to got through still.
    Gdemami
    My faith is my shield! - Turalyon 2022

    Your legend ends here and now! - (Battles Won Long Ago)

    Currently Playing; Dragonflight and SWG:L
  • WizardryWizardry Member LegendaryPosts: 19,332
    I have NEVER in my entire life heard anyone say ...OH man this is so much fun i want it to be over really fast.

    So there is ZERO logic in ever saying that i love to level faster because it is FUN.If a level is made to be completely pointless other than seeing a number beside your name and locking out items,well you might as well stop making mmorpgs imo,because your putting the mindset of a child into the design.

    There is a whole different mindset as to why someone needs to do something FAST ,like kill real fast.That type of mindset does NOT bode well for a group mechanic because there would be no need to have a group if the mob just dies in two hits.

    In reality,people put WAAAAY too much importance on a level number,like it is some meaningful GOAL to set in life.I would HOPE that nobody chooses a mmorpg because their goal in life is to see how fast they can get level numbers and to see how fast a mob animation can stop animating and disappear off the screen.

    You either GET IT....or you DON'T.
    xpsyncPo_ggQuizzicalBrainyStarlightMuse1

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • Po_ggPo_gg Member EpicPosts: 5,749
    edited January 2021
    Well, I didn't want to be harsh (hence just said above that I'm biased and don't see it as bloat), but great to see there are others too in this camp, where the journey itself matters :)
    kilun said:
    You know there is a whole section of people that play to just play. They don't care for endgame, and have 20 alts, playing their own way.

    Not everyone wants to be a freaking treadmill grinder. Not everyone wants to have an epeen. Maybe some people just want to enjoy the game in the middle of nowhere smashing some face having fun.
    This, exactly.
    Also,
    kilun said:
    The problem isn't bloat, the problem is instant gratification. I want it now. I don't want to wait. I don't care about how I get to level 50, I just need to be level 50 to go enjoy the game.
    I believe that's just part of the problem, but there's also ignorance, and entitlement.

    The ["I don't like it, a waste of time for me, so it's a bloat"] translates into a general nobody all around the article:
    "There's basically no appeal to wading through expansions that are several years old."
    "slowly work your way through old content that no one cares about anymore"
    "There isn't anyone doing the quests out in North Thanalan"
    "they’re [these parts of the game] now desolate wastelands which never see players."
    "the content is outdated and “worthless”. "


    Nope, there are a bunch of other players beyond your circle of "life starting at level cap"...
    We're here too, even if you miss us on the quick rush and powerlevel to the endgame to reach the "fun".

    And the "solution" of streamlining all was the icing on the cake. Why to do it? So the powerlevelers could reach the endgame quicker, so they could ignore that whole, now streamlined partof the game faster? Sure, because screw all those other players who'd like to enjoy that part of the game, right?

    Not to forget, there are already solutions for those type of players, and OP knows them as well since they're mentioned: powerlevel dungeons/mechanics, or even shop-purchased quick jump options to endgame. What's wrong with those?
    And here kicks in the ignorance part, they don't just want to rush to the cap, they also want to see the world - just quicker, on steroids.
    Streamline dat shiz!
    Wizardry said:
    I have NEVER in my entire life heard anyone say ...OH man this is so much fun i want it to be over really fast.
    Well said :)
    kilunxpsyncGdemamiDafAtRandomHatefullBuschkatzeStarlightMuse1ibecker
  • olepiolepi Member EpicPosts: 3,053
    If the problem is that there are a lot of lower level areas that people never go back to, so they end up empty most of the time, then there are several possible solutions:

    - make all areas level dependent, so they all scale to the player, the drawback is a player cannot go to a much higher level area for a bigger challenge

    - add higher level mobs and quests to lower level areas, so there is a reason to go back to them

    - scale the player to the area, so that if you go back to a lvl 4 area, you play as you were at lvl 4.
    GdemamiScotBuschkatze

    ------------
    2024: 47 years on the Net.


  • xpsyncxpsync Member EpicPosts: 1,854
    remsleep said:
    Bloat is usually the result of being way too full of shit and gas.


    the solution is pretty obvious

    Yeah take a dump every couple years or so. lol
    [Deleted User]
    My faith is my shield! - Turalyon 2022

    Your legend ends here and now! - (Battles Won Long Ago)

    Currently Playing; Dragonflight and SWG:L
  • sybaritictrancesybaritictrance Member UncommonPosts: 27

    olepi said:

    "It shouldn’t take you 100+ hours of gameplay to get to the maximum level"



    Perhaps that is the problem. 100 hours in a MMORPG is nothing. It took me close to a year to get my first 50 in DAOC. I spent more than 100 hours in Vanguard just farming for the mount I wanted. Becoming a master crafter in many games takes more than 100 hours.



    For me, an MMORPG is a world to live and move and have my being in. I might spend an entire day fishing, or just running around, not even leveling.



    If you consider the world as a hindrance, something that you have to get through to get to the next level, then perhaps MMORPG's are not the right genre for you.



    I wouldn't say I considered any of it a "hinderance". I guess it's more of a consideration of time, considering people generally don't have as much free time to spend - it was far easier to spend `100+ hours grinding for a pet drake that had a 1% drop rate in WoW when we weren't inundated with a billion other games coming out each month. For example: I played EverQuest for over a decade, played in a top tier raiding guild, had multiple alts, and still had time to play other massive games and still not feel like I'd missed a beat in any of them. The sandbox was there, but it wasn't all consuming. These days, I don't consider the idea of an MMORPG being the only game I should ever play, but rather - to use the food analogy from an earlier comment - an MMORPG should be like if you're making a whole ass turkey. You can slowly eat that thing throughout the course of a week, but some days you're going to want something different, but you can't without feeling like you're not making progress on the consumption of the turkey (cause it'll go bad if it sits around too long).

    I spent probably 600 hours in FFXIV in 2019 and it was pretty much the only game I was playing. I still have a massive backlog of other games that I still haven't gotten to, and maybe it's because FFXIV changed how I view the MMORPG as a genre. You dive in, you experience the content and play to max level and do the end game content, and then you can kind of slink away to alts/other jobs, or other games for a while, only checking in occasionally in order to ensure you're there for the next content drop/patch/expansion. I believe Path of Exile also kind of follows this process, even though it's not the same type of game. With single player games no longer being 10-20 hours, the appeal of having The One Game (tm) becomes considerably less attractive knowing you're going to need to spend 300 hours or more to get to the new expansion that caught your interest. This means you either deal with time sink, you get power leveled, or you buy a character boost. What I'm suggesting isn't that we eliminate the content, but rather, we see games include an expedited version of existing content so that it can be experienced as it naturally should have been throughout the existence of the game, but requiring far less of a time sink for new players to get to the part they want to experience. Wouldn't this help breathe new life into older games? Kids these days don't exactly have the attention span that old school MMORPGs demanded.

    Maybe you guys are right though, maybe I've just grown past the idea of the MMORPG as it was intended. Maybe I'm just impatient or have a FOMO? As always, I write these pieces for discourse, and thank you for reading and commenting on them. <3
    GdemamiolepixpsyncValdheim
  • xpsyncxpsync Member EpicPosts: 1,854
    olepi said:
    "It shouldn’t take you 100+ hours of gameplay to get to the maximum level"

    Perhaps that is the problem. 100 hours in a MMORPG is nothing. It took me close to a year to get my first 50 in DAOC. I spent more than 100 hours in Vanguard just farming for the mount I wanted. Becoming a master crafter in many games takes more than 100 hours.

    For me, an MMORPG is a world to live and move and have my being in. I might spend an entire day fishing, or just running around, not even leveling.

    If you consider the world as a hindrance, something that you have to get through to get to the next level, then perhaps MMORPG's are not the right genre for you.

    When SWG launched i spent three months on tatooine, a hermit, a moisture farmer, in the middle of nowhere before ever traveling off planet. Occasionally traveling to a nearby city, to barter. Even embarked on foot (no mounts) with friends to raid Fort Tusken, which that alone took hours to travel to.

    People just don't get that? What they also don't get is memories, good gaming memories, ones i'll never forget how magical, how wonderful it all was.

    Where today i mean you don't get the fables of old like we had. Shadowlands, yes i enjoy playing it, but the most memorable thing has been ysera from the story line, i think how much i like the expansion, and yeah i mean i know i'm not going to come out the other end with epic tales of adventure as we had back then which only happened on a daily basis.

    We were in worlds not games packed with in your face buy fucking now BS, cash shops, leveling boosts my gawd how low they sunk, OH THE DEPRAVITY!

    ValdheimBuschkatze
    My faith is my shield! - Turalyon 2022

    Your legend ends here and now! - (Battles Won Long Ago)

    Currently Playing; Dragonflight and SWG:L
  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    I think you've fundamentally misdiagnosed the problem.  The goal isn't to get people to the endgame quickly.  The goal is to give players fun content to do.  Whether the latter is at endgame or lower levels isn't that critical, and you'd like to provide plenty of each.  If the only goal is to get people to the endgame quickly, then that's easy:  just make all new characters start at the level cap.

    The fundamental problem is that when games add new content, they usually don't make it supplement the old content.  They usually make it replace old content, as the old content gets deprecated.  It's not that the old content isn't rewarding enough anymore.  It's much worse than that:  the old content commonly isn't even in a reasonably playable state.  That's how you can have a game have 10+ years of continuous development after launch that results in the game having less content in a playable state than it had a month after launch.  (I'd say at launch day, but you know how launch days go.)

    You seem to have the idea that everyone hates all lower level content and wants to skip past it as quickly as possible to get to the endgame.  And there are players like that.  But there are also players who just want good content, and will play lower level content if it's good, but don't want to slog through something awful.  And there are also players who hate endgames and want lower level content that is good.  If all lower level content has been deprecated, then to some players, that basically constitutes unofficially pulling the plug on a game, as there's nothing left that is interesting to play.

    A perennial problem with MMORPGs is having enough content.  Games never have very much content at the latest endgame, as that's just looping through a handful of things some ridiculous number of times.  If a game has constantly been adding new content for 10+ years, that should result in having a lot of content.  "Streamlining" it to remove most of the content isn't the solution, as that gets you right back to not having enough content.

    So why does content get deprecated?  In some cases, companies made a conscious decision to do so, whether by explicitly removing it, or having a particular patch to make mobs basically stop dealing damage or some such.  But often, it's just power creep.  This balance pass made your class 5% stronger.  That one made it 10% stronger.  This new feature made all classes 20% stronger.  A decade of that cumulatively happening without old content being rebalanced can mean that something that was challenging to two-man at launch is now easy to solo.

    The current problem of deprecating old content doesn't work well for any of the types of players.  For people who just want to rush to endgame, they have to slog through a bunch of something awful in order to not have much at endgame to do.  For people who want good content, there isn't much of it, as most of it has been deprecated.  For people who like lower level content, the developers have long since given up on caring if the lower level content is any good, and just made sure it's easy enough that no one will ever get stuck.  And trivial enough that no one will ever have fun playing through it.  But everyone has to play through it anyway in order to reach the endgame.

    The problem is particularly bad for new players interested in picking up an older game.  Many older MMORPGs have less to offer a new player today than they did shortly after launch.  That is, the game would have been more welcoming to new players today if it hadn't had a single update since launch besides bug fixes.  If you spend 10+ years of development to only make a game worse than if you had put it into maintenance mode right at launch, then you're doing something severely wrong.  But a lot of MMORPGs manage to do that, and the success of "classic" servers proves that a lot of players know it.

    So how many MMORPGs have managed to add content for 10+ years while keeping the old in a playable state?  Uncharted Waters Online certainly has.  Dungeons and Dragons Online has.  And I'm not aware of any others.  UWO is a weird game, so its approach isn't necessarily replicable elsewhere.  DDO focuses on getting to the cap, then reincarnating back to level 1 to play through the lower level content all over again.  And even then, it relies on adjustable difficulty to compensate for power creep; the "elite" difficulty today might not be any harder than "hard" was at launch.
    SovrathBruceYeesybaritictrancePo_ggGdemamiBrainy
  • TheocritusTheocritus Member LegendaryPosts: 10,014
    edited January 2021
    We talk on here all the time about how some players don't want any levels at all...They want instant max level and just grind end game dungeons non-stop...i guess it all boils down to how people want to play......I wonder how many players start a new game and picture themselves still playing it in 5 years? I bet not very many. I used to go into games like EQ1, EQ2, Anarchy Online, and others thinking I would be playing them for years...In EQ1 and 2 I only had a handful of characters that ever made max level...Anarchy I think I had one that hit 200 and I am still playing it occasionally 18 years later.
    Sovrath[Deleted User]Po_gg
  • RowboogRowboog Newbie CommonPosts: 1
    edited January 2021
    My problem with both eq1 and eq2 (as well as a few others) in the sense of bloat is more around feature bloat. There’s a lack of needed feature clean up and maintenance that’s gone on for years, each expansion brings more and more new feature, but they aren’t really maintained or removed, it’s like a hoarder house of game features. To even go back and refine it all just seems like an impossible task at this point.

    I think the eq’s are sort of trapped, they can’t financially afford to refine or clean things up and they also can’t financially afford to stop making expansions, and so the feature cluttering problem goes on.

    In some ways, like a good band or tv series I wonder if it may be better to just let these games run their course and let them go before it gets too ridiculous.
    Mendel
  • LackingMMOLackingMMO Member RarePosts: 664
    this is a double edge sword. or maybe more sides really. You have people that want more content, others want less with a fast track to end game. Now the people who fast track almost always complain there wasn't enough content and they "finished" the game in 3 days. They also say there's not enough content worth making alts. If they don't add more stuff to do player base will get unhappy and outsiders looking in will think the game is dead because no new content. 

    I have no problem with new content or more content as long as it makes sense in the game and is fun.
  • MendelMendel Member LegendaryPosts: 5,609
    Fundamentally, the 'bloat' is built into the design of almost every MMORPG.  That bloat comes in the form of artificial barriers.  When a player of level 3 cannot group with his friends who are level 50, that's a barrier.  When a player has to be level X to enter zone Y, that's a barrier.  These and many other barriers divide the player base, keeping people from playing with their friends.

    People want to play with their friends.  They want to go to the same places and do the same things.  That forms a shared experience, something they can get together and talk about in real life.

    A player base divided tends to congregate at the most current content.  Other content is old giving the players a 'been there, done that' feeling.  It's a huge problem, not only for individual games, but for the genre as a whole.  New expansion 'Psi' only adds new content at the highest end of the game, so players with lower-level characters, especially new players, feel left out.

    The games don't need snooty guilds and cliques; the game already ostracizes the new player -- by design.



    GdemamiBrainy

    Logic, my dear, merely enables one to be wrong with great authority.

  • sybaritictrancesybaritictrance Member UncommonPosts: 27

    Eeyore86 said:


    I have played MMO's for over 20 years, it's been the primary means by which I get entertainment. I have met maybe one or two people in all of my experiences that were disappointed when they reached "end game" because the leveling process was over.

    I think it's kind of silly to suggest that people enjoy the act of something extremely repetitive and mundane just to do it. It's be like complaining about getting to the clerk after standing in line at the dmv, because you are now finished standing in line...

    I think instead... Those people enjoyed the story, which is mostly over by end game, or they enjoyed exploring, which again is mostly over by end game, or some other aspect of the game that is enjoyable along the way of leveling. But, mostly, it's the new experience of it.

    Take for example world of warcraft, especially on classic, when it first re-launched. I don't know anyone that was jumping up and down with glee to be able to re-level 1-60 on a class just for the sheer enjoyment of leveling.

    I know quite a few people wanted that old nostalgic feeling of grouping and completing content, but how many people do you reasonably know that came back just to experience what it was like to kill undead mobs for hours and hours until they unfortunately hit max level and it was no longer possible to kill mobs? That argument doesn't even make sense anyway, you can keep grinding the mobs long after you reach level cap.

    Again, I think instead, people enjoy the so called journey, which is more or less experiencing something for the first time. After that, the experience has been consumed. You can't really re-read the same book and get the same amount of enjoyment out of it, you know the story, you know what happens. 

    Well, starting over in an older MMO is very similar to re-reading a book you've read several times. You're not wanting to re-read through a 12 book series, just to be able to experience the 13th book. Perhaps the first 12 books were completely boring to you, but the 13th sounds like a total riot. 

    Why wouldn't you want to allow people to read the synopsis of the first 12 books, then get right into the 13th book?

    Allow players the ability to go to any book they want, at any time, and have their character capable of participating in that story? You can remove progression, without removing a journey. If you need a number and a bar that fills to express to you, your time investment in accomplishing something, I think you're playing for bragging rights and exploitation of power more than you are playing for the enjoyment of the content.

    Hardcore PVP players will make that argument constantly. It's no fun to play MOBA's because I can't get an advantage over someone. Truth be told, they're not skilled enough, nor disciplined enough to actually get better and therefore climb ranks, instead, they want to spend $ or macro or somehow artificially enhance themselves, sometimes that's through sheer time investment, so they can cash in on that ability to exploit others.

    In a game where everyone has access, and an even footing, you have no sense of progression and no sense of power imbalance. But, you can still have a journey. If you took League of Legends for example, and made a separate game mode, where you could explore runeterra in somewhat of an action RPG style that was story based, and you could access any part of that content you wanted, then you would have what I'm talking about. 

    You still have a journey, no one is left out, and everyone is always on the same playing field. You play for the experience, not for some arbitrary number, and you also don't have to play for the progression just to be able to have the experience you want.


    100% agree - why not be able to enjoy old content with a more streamlined quest series that gives you the gist of the zones and story without having to do the other 75 fetch quests in the area? I don't want them to give me a faster way to get from level 1 to max, I want them to make the leveling experience more enjoyable for newcomers or returning players. I haven't played EQ2 seriously since right before before Desert of Flames was released. I want a reason to play the DoF content and not just skip past it because there are other places I could go. I wanted a reason to go to Enchanted Lands and Zek, not because I like those zones - because I hate them both - but there are Lore and Legend quests there as well as the quests for the legendary EQ1 gear but that is all skippable thanks to powerleveling and/or the Agnostic Dungeons.

    If I only have 4 hours a night to play, with my end goal being to get to the current expansion content (since that's why I jumped back in), am I going to continually slog through old zones with slow fetch quests that could take hours to gain two levels (you'll hear about this in the next edition of Norrathian Stride), or am I going to run a dungeon that I can master after two or three runs and gain a level or two on autopilot in 30 minutes? It doesn't take a math whiz to see that class gear quests and what not are obsolete since you get tiered for your 10 level bricks in the Agnostic Dungeons when you kill a named mob, and that lasts until you hit level 90 or so. Why have to slog to catch up? Why not go back and tweak older areas and clean up the clutter since those areas are now outdated? Instead of rewarding players 30k XP for doing a main mission and then 5k XP and a piece of gear or a potion or something for a side quest, why cut the rewards and instead give 80k XP for the quest (maybe even increase the length or amount of enemies needed to kill) instead of forcing them to slog through tedious meaningless side quests? Gear would still drop off enemies instead of be guaranteed quest rewards. This would incentivize players to not only NOT get power leveled or run the short cut dungeons, but rather to experience all of the story and older world zones as the developers intended without grinding them to death with uninteresting fetch quests and what not.

    Side note: I like League of Legends and Runeterra as a world, but hate the player base, and the newly changed items made it unplayable for me. I'm hoping that Ruined King is going to be solid and not just Battle Chasers: Nightwar w/ LoL skins.
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