I think, if you read it carefully, it defines itself. Its the End of the Game. All the stuff that happens at the last legs of the game. In games about progression...its the progression that happens after the conventional progression is over.
Content that you experience and do once you reach the maximum/optimal level. This often involves repetition, but provides highest rate of return.
What is End Game Content?
Can be anything - exploring, lore, city building, territory control, crafting, economy, guild, PvP and PvE in many forms etc.
What do you like about current games End Game content and playstyles?
In games like WoW, beating relatively hard end-game content with a group of like-minded individuals. In games like EVE, sense of realism that is achieved by real-life imitation of the gameplay system. In both, it comes down to social aspects.
What do you NOT like about current games End GAme content and playstyles?
Becomes too repetitive too quickly and is not dynamic enough.
What are your thoughts on the idea of not being able to ever reach the 'End Game'?
Doesn't matter to me as long as the gameplay is fun.
"The person who experiences greatness must have a feeling for the myth he is in."
The "End Game" should start the moment you start playing.
I agree if the "endgame" is the fun part then why bother making people spend months doing stuff they dont like to do it?
If leveling is fun why does it end?
Personally I think owning part of the world and building bases that you (or clans) own and others try to take it from you is the best end game. Also dont overlook an indepth player ran economy(like eve) as a viable endgame. there is no reason games can only have one endgame.
I agree with those who said endgame is the more REAL game, while training is the preparation of it.
In my opinion, WoW makers saw that DaoC progression was boring so they made it fun and fluid. But in turn this ruined the true game, it started to take way more time to provide funny(and piss-easy) progression, they didn't have time to plan the endgame, then they realized they didn't CARE about endgame action. And now we have MMOs that are played just for the progression, they're solo anti-social experiences. We came to the paradox that a massive multiplayer game is actually a single player game with a chatwindow.
You can make content for progression, why not make seperate content for end game too? Is it wrong to think stuff up, and then think up different stuff for end game? I can get pretty imaginative here. Budget means nothing, good management and imagination come in to mind. Where's the leadership in these businesses? No where, just a bunch of bean counters who think a budget defict is better than a budget surplus. One's who fire people instead of hiring to increase quality. You can have tons of content as progression, just plan for even more content for end game progression. Why do quests, new zones, and dungeons need to end at 50? Why do personal stories that lead you to 50 have to end? You can then at 50 begin a new adventure and a new line of adventure. It's time for a revolution, not a devolution of games.
I struggle not with life, money, emotions, and world, but against old mindsets and selves to be proven obsolete in a age and time of rapid changes. Go create fun, so you can have fun.
See, I made the pigrimmage to Santiago, if upon reaching the end I would have found myself, suddenly, not in Spain, not in a religious city....it would have upset me. Just imagine that at the end of the pilgrimmage I would have found myself in Wallstreet...all smelly, under heavy suspicious scrutiny, not really welcome, as an hindrance...I would definitedly have been pissed.
Instead, I found myself with thousands of smelly pilgrims, feets sored, saw some of the most beautiful churchs/cathedrals...I was happy...I complete my pilgrimmage and did something else after that, keeping good memories.
Some end game are designed only to get a few extra $$$ with no other regards, building on good feelings you had, and willing to destroy everything...they change the rules, the games, and they tells you that now, you are a 2nd class player and nobody wants you in their groups unless you do XYZ!
- "If I understand you well, you are telling me until next time. " - Ren
Comments
I think, if you read it carefully, it defines itself. Its the End of the Game. All the stuff that happens at the last legs of the game. In games about progression...its the progression that happens after the conventional progression is over.
"The person who experiences greatness must have a feeling for the myth he is in."
The "End Game" should start the moment you start playing.
I agree if the "endgame" is the fun part then why bother making people spend months doing stuff they dont like to do it?
If leveling is fun why does it end?
Personally I think owning part of the world and building bases that you (or clans) own and others try to take it from you is the best end game. Also dont overlook an indepth player ran economy(like eve) as a viable endgame. there is no reason games can only have one endgame.
Own, Mine, Defend, Attack, 24/7
I agree with those who said endgame is the more REAL game, while training is the preparation of it.
In my opinion, WoW makers saw that DaoC progression was boring so they made it fun and fluid. But in turn this ruined the true game, it started to take way more time to provide funny(and piss-easy) progression, they didn't have time to plan the endgame, then they realized they didn't CARE about endgame action. And now we have MMOs that are played just for the progression, they're solo anti-social experiences. We came to the paradox that a massive multiplayer game is actually a single player game with a chatwindow.
I wish we would all die.
the best blog of the net
You can make content for progression, why not make seperate content for end game too? Is it wrong to think stuff up, and then think up different stuff for end game? I can get pretty imaginative here. Budget means nothing, good management and imagination come in to mind. Where's the leadership in these businesses? No where, just a bunch of bean counters who think a budget defict is better than a budget surplus. One's who fire people instead of hiring to increase quality. You can have tons of content as progression, just plan for even more content for end game progression. Why do quests, new zones, and dungeons need to end at 50? Why do personal stories that lead you to 50 have to end? You can then at 50 begin a new adventure and a new line of adventure. It's time for a revolution, not a devolution of games.
I struggle not with life, money, emotions, and world, but against old mindsets and selves to be proven obsolete in a age and time of rapid changes. Go create fun, so you can have fun.
See, I made the pigrimmage to Santiago, if upon reaching the end I would have found myself, suddenly, not in Spain, not in a religious city....it would have upset me. Just imagine that at the end of the pilgrimmage I would have found myself in Wallstreet...all smelly, under heavy suspicious scrutiny, not really welcome, as an hindrance...I would definitedly have been pissed.
Instead, I found myself with thousands of smelly pilgrims, feets sored, saw some of the most beautiful churchs/cathedrals...I was happy...I complete my pilgrimmage and did something else after that, keeping good memories.
Some end game are designed only to get a few extra $$$ with no other regards, building on good feelings you had, and willing to destroy everything...they change the rules, the games, and they tells you that now, you are a 2nd class player and nobody wants you in their groups unless you do XYZ!
- "If I understand you well, you are telling me until next time. " - Ren
You could do that. you could havea game where you log on and start raiding.
But I think players prefer to work up to that and get to know their characters first.
To me it's quite simple.
Battling big ass bosses that takes coordination and teamwork to bring down.
Fighting other players for territories in PVP.