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The Curse of Skill In Multiplayer Games | MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited March 2022 in News & Features Discussion

imageThe Curse of Skill In Multiplayer Games | MMORPG.com

Niklas examines a lesser-broached subject in multiplayer games: the curse of skill.

Read the full story here


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  • ScotScot Member LegendaryPosts: 24,439
    edited March 2022
    "While there clearly is a perceived value in being "elite," I am firmly on the side of the EA executive in defending anyone's privilege to be "just" a casual player using a video game as a relaxing escape from a stressful life."

    The thing is Niklas that the casual (typically solo) player won't be defending the right of players who invest more time and effort in a game to get more out of it. He won't be defending those who want to do group activates, want an economic system with depth, want roleplaying tools or anything else. Indeed they regularly come on the forums here and in social media elsewhere to complain about the fact they cannot solo everything in an hours play.

    The course of MMO history has been to favour the casual, indeed for years it has been the default playstyle MMOs cater for. The systems perceived as "core" today are levels and grinding and not much else. So they already have won, but that's not enough, anything slightly more difficult or taking slightly longer is taken to task. If they have to actually join a group they act like the studio has triggered them.

    Though I see all the measures you suggest as helping I see no fully rounded solution apart from keeping such players apart, which B2P or even better a subscription helps with.
    Ir1shguyultimateduckKingLlama[Deleted User]Dattelisexdeedeedeealin1209
  • AngrakhanAngrakhan Member EpicPosts: 1,841
    This "curse of skill" is not limited to video games. It's anything in life involving competition. For example I'm a co-owner and assistant instructor in a Brazilian Jiu Jitsu academy. A new student comes in and I have to play very nice for them to be able to do anything, really. If I play my A-level game with them I will just tap them out over and over and over. I don't want to do this because they will be frustrated and walk out the door. Really what they need is a lot of years of practice to discover how good they can get. Maybe they'll be a lot better than me but if they walk out we'll never know. I lose a student and the student never reaches their full potential. It's lose lose.

    The problem with video games is there's no incentive to not crush the new guy. Quite the opposite in fact. Thus, the "this is not for me" effect happens much more frequently and games shed players left and right. This is obviously more prevalent in pvp games, but it happens in pve too.
    ScotKyleranultimateduckZenJellyKingLlamasschruppUngoodkitaradRemyVorenderAporiaYixAraand 7 others.
  • olepiolepi Member EpicPosts: 3,057
    I don't really see this as much of a problem. Almost every example in the article is for PvP, or top-tier endgame raids. But as a casual player, what if I don't want to do much PvP? And end-game raiding is too restrictive for me? I don't want to beat some time score, I don't have to be the top of the rankings. In fact, I never even look at rankings in any game.

    Last night, I ran a team in City of Heroes at max level, 54, and max team size, 8. And I had players as low as lvl 8 playing on the team. We cleared the mobs with no real problems. Some of the lower players died a few times.

    The last thing I would do is refuse to add someone because of their level, or their pick of powers, or their skill level.

    Games that try to force you to complete very hard content to progress are ones I usually avoid. I don't want the Uber Sword of Doom if I have to try to complete some hard dungeon 45 times to get it.

    I'd rather pop open a beer, and do some fishing, or crafting, or exploring, or doing some dungeons. But not rushing to complete in record time, not trying to get the topmost gear, not trying to be the top on the leader boards.


    KyleranLark3mKingLlamasschruppBLNXmeerclaralin1209TacticalZombehCheri55

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


  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    And what does this have to do with the MMORPGs that actually exist and are available to play today? Maybe you're talking purely about PVP, but the article doesn't seem to have any basis in common PVE content.

    The real problem, as I see it, is that the common casual player can't coexist with the completely incompetent players that the games are play-balanced for. Instead, nearly everything is stupidly easy. Get up and physically walk away from your computer for 20 seconds before coming back and it probably won't even matter because the game is so easy.
    Slapshot1188ScotKyleranGilcroix
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,653
    Luckily I have dodged this Curse.
    KyleranultimateducksschruppScot

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  • IselinIselin Member LegendaryPosts: 18,719
    edited March 2022
    This does exist in PvE and I see it all the time in ESO dungeon PUGs which, because of the level scaling and the fact that there are significant rewards for queuing for a random dungeon, mixes up the very geared and buffed (by the end game passive Champion Points) skilled, or experienced with truly new players.

    This wouldn't be a problem if everyone wanted to politely do the content but politeness is a rare commodity in online games.

    So you get the ones doing the dungeon for the first time trying to enjoy it and the speed running vets who want to do it as fast as humanly possible and use terrain tricks to skip every boss that can be skipped.

    I feel bad for new players, especially tanks and healers trying to learn how to do their group roles properly when the luck of the draw dumps into a group with 2 or 3 high end players that have enough DPS and self-healing to just burn everything down in seconds making the lowbees feel useless.

    It may not be the epeen measuring contest that is more pronounced in PvP but it's players of different ability (or experience) having competing interests lumped together not just in the same game world but in the same group activity.

    Lark3m[Deleted User]MendelsschruppAporiaYixAraSplattrVorthanion
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  • ultimateduckultimateduck Member EpicPosts: 1,309



    Scot said:

    "While there clearly is a perceived value in being "elite," I am firmly on the side of the EA executive in defending anyone's privilege to be "just" a casual player using a video game as a relaxing escape from a stressful life."



    The thing is Niklas that the casual (typically solo) player won't be defending the right of players who invest more time and effort in a game to get more out of it. He won't be defending those who want to do group activates, want an economic system with depth, want roleplaying tools or anything else. Indeed they regularly come on the forums here and in social media elsewhere to complain about the fact they cannot solo everything in an hours play.






    I disagree with this. I generally play solo and very much want all of that stuff in an MMO. Don't confuse power gamers with solo players.


    Angrakhan said:

    This "curse of skill" is not limited to video games. It's anything in life involving competition. For example I'm a co-owner and assistant instructor in a Brazilian Jiu Jitsu academy. A new student comes in and I have to play very nice for them to be able to do anything, really. If I play my A-level game with them I will just tap them out over and over and over. I don't want to do this because they will be frustrated and walk out the door. Really what they need is a lot of years of practice to discover how good they can get. Maybe they'll be a lot better than me but if they walk out we'll never know. I lose a student and the student never reaches their full potential. It's lose lose.



    The problem with video games is there's no incentive to not crush the new guy. Quite the opposite in fact. Thus, the "this is not for me" effect happens much more frequently and games shed players left and right. This is obviously more prevalent in pvp games, but it happens in pve too.



    100% this... maybe it's a BJJ thing. People need to learn to lose with grace and understand that there is always someone better or that you simply had a bad day. They also need to learn to win with grace and learn that beating the snots out of someone over and over serves no one, including yourself. In my opinion, the best way to learn this is BJJ.

    On that note, most games aren't made to be played solo so getting beat solo is usually a choice, although sometimes it's just bad timing. Most of my PvP experience was on DAoC. I mostly played solo on a stealther, but later on with my Warrior. Playing solo on a visible was interesting. Sometimes I would get steamrolled by a zerg, other times they would wave and run past me (when I became better known by the players. I never got him the "Lone Enforcer" title but I had almost 700 solo kills at level 50. I am not a kid with too much time on his hands.
    AporiaYixAra
  • nei1000nei1000 Newbie CommonPosts: 4
    There's no place for gods and men. They need choose their side. Who is more profitable and health in long terms, casual or elite players?
  • KyleranKyleran Member LegendaryPosts: 44,060
    Quizzical said:
    And what does this have to do with the MMORPGs that actually exist and are available to play today? Maybe you're talking purely about PVP, but the article doesn't seem to have any basis in common PVE content.

    The real problem, as I see it, is that the common casual player can't coexist with the completely incompetent players that the games are play-balanced for. Instead, nearly everything is stupidly easy. Get up and physically walk away from your computer for 20 seconds before coming back and it probably won't even matter because the game is so easy.
    Don't walk away while in the middle of a dungeon in LA or you'll go flat quick.  :#

    Almost all MMORPGs have more difficult content, just not seen in the open world much these days, for "reasons."

    How you enjoying that new DS inspired MMO, I've heard it has some decent challenge in it?
    Anskier

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  • Lark3mLark3m Member UncommonPosts: 55

    Iselin said:

    This does exist in PvE and I see it all the time in ESO dungeon PUGs which, because of the level scaling and the fact that there are significant rewards for queuing for a random dungeon, mixes up the very geared and buffed (by the end game passive Champion Points) skilled, or experienced with truly new players.

    This wouldn't be a problem if everyone wanted to politely do the content but politeness is a rare commodity in online games.

    So you get the ones doing the dungeon for the first time trying to enjoy it and the speed running vets who want to do it as fast as humanly possible and use terrain tricks to skip every boss that can be skipped.

    I feel bad for new players, especially tanks and healers trying to learn how to do their group roles properly when the luck of the draw dumps into a group with 2 or 3 high end players that have enough DPS and self-healing to just burn everything down in seconds making the lowbees feel useless.

    It may not be the epeen measuring contest that is more pronounced in PvP but it's players of different ability (or experience) having competing interests lumped together not just in the same game world but in the same group activity.




    It's happened to me in Neverwinter, Warframe, ESO (base) and STO to name a few. Most of the time I did raids I would be at the back of the pack. I don't think I ever had the opportunity to properly experience a raid in ESO, every time was just a mad rush to the end. Anyone that's played Warframe has likely experienced that moment where certain mission types load up and all the other players take off like its the flash vs superman race.

    Now, I have no problem with skilled players, they put in the time and energy (and sometimes money) to get where they are and I'm not going to moan because the "lvl200 dark sword of slaying +15" requires obscene amounts of time or skill to acquire. I'm also not going to trash games like Albion or EVE when I get ganked while doing my own thing in risky areas, that's just part of the game and avoidable if you put in the time and effort. Not all content is suitable for all players.

    That said, I work 2 jobs now so I don't have the time, money or inclination to develop top tier skill or grind for meta drops. I just want to chill and enjoy content whether it's dungeon runs with a buddy or just casual exploration.
    [Deleted User]sschruppIselinVorthanion
  • MendelMendel Member LegendaryPosts: 5,609
    Traditionally, 'skill' wasn't associated with video games; that term was reserved for people who performed a specific task.  That task could be industrial, the ability to operate a machine press; or artistic, the ability to play an instrument.  Only recently has 'skill' be applied to a strictly leisure time activities lie games.

    Moving a mouse pointer precisely 1.25 cm might be important in an engineering application, in which case it is certainly a 'skill'.  Moving that same mouse that same 1.25 cm in a game isn't.  There's almost equal emphasis on physical speed, timing, and accuracy in a game.  Those motor skills are coupled with cognitive skills to recognize, analyze and develop responses to specific stimuli.

    The abilities used to play a game started are skills after a fashion, but are these any more valuable than the ability to send a text message, or use a remote control device for the TV?  After all, if we want to extend the scope of 'skill' to include leisure activities, what exactly is the difference between the traditional skills and leisure skills?  Are these really in the same category?

    To me, a traditional skill produces something tangible.  A carpenter builds a cabinet; a singer sings a song.  Leisure activities promote some degree of personal enjoyment, but that rarely isn't shared by an audience, nor has any lasting impact.

    A game may use skills, but these skills seem just a bit more self-serving and somehow less than a traditional skill.  Maybe another word would serve leisure skills better?



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

  • DattelisDattelis Member EpicPosts: 1,675
    edited March 2022
    I feel like a game's 'direction' (I'm trying to be broad when it comes to what developers want when they make a game) should just be respected if they are connected to it personally (by that I mean they are making something that they would see themselves play). I'm sure there are others, but really 2 (maybe 3) mmorpgs vocally state what kind of games they are: FFXIV and ESO (I add GW2 cause I dont remember them saying anything in public). I do remember FFXIV being stated as a less hardcore experience to XI when it was in development (pre-1.0) and the devs of ESO publicly stated that they didn't see ESO as a mmorpg but more-so as a shared-world experience. I find public statements like that important from developers because they are publicly saying who the core game is made for. Them adding content that goes outside of that should just be seen as bonus imo. It does seem harder to be known as something for so long and then change direction for whatever reason over time and I'm not entirely sure how to feel about personally. The 'classic' route isn't a bad idea to have platforms for both types of camps but the real problem is that development doesn't really exist for those (as in, they dont tend to get new content created for them, just the ability to relive game builds). If companies could treat classic builds as just an alternative development path that continues to get new and unique, I think more people would be pleased.
  • KyleranKyleran Member LegendaryPosts: 44,060
    Mendel said:
    Traditionally, 'skill' wasn't associated with video games; that term was reserved for people who performed a specific task.  That task could be industrial, the ability to operate a machine press; or artistic, the ability to play an instrument.  Only recently has 'skill' be applied to a strictly leisure time activities lie games.

    Moving a mouse pointer precisely 1.25 cm might be important in an engineering application, in which case it is certainly a 'skill'.  Moving that same mouse that same 1.25 cm in a game isn't.  There's almost equal emphasis on physical speed, timing, and accuracy in a game.  Those motor skills are coupled with cognitive skills to recognize, analyze and develop responses to specific stimuli.

    The abilities used to play a game started are skills after a fashion, but are these any more valuable than the ability to send a text message, or use a remote control device for the TV?  After all, if we want to extend the scope of 'skill' to include leisure activities, what exactly is the difference between the traditional skills and leisure skills?  Are these really in the same category?

    To me, a traditional skill produces something tangible.  A carpenter builds a cabinet; a singer sings a song.  Leisure activities promote some degree of personal enjoyment, but that rarely isn't shared by an audience, nor has any lasting impact.

    A game may use skills, but these skills seem just a bit more self-serving and somehow less than a traditional skill.  Maybe another word would serve leisure skills better?



    The "e-Sport" industry would like to have a word with you.

    ;)


    UngoodTyemex

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

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  • TheocritusTheocritus Member LegendaryPosts: 10,014
    "Anyone that's played Warframe has likely experienced that moment where certain mission types load up and all the other players take off like its the flash vs superman race."

    I remember some missions in Waframe only took a minute or two......Half the time  i didnt even bother trying to fight..I was lucky if I ever made it to the mobs before they were dead.....I dont see the fun in a game when it is that easy.
  • kitaradkitarad Member LegendaryPosts: 8,178
    edited March 2022
    I think it's unavoidable that certain players get better at a game and then they don't wish to play with the scrubs. You cannot blame them because they are using their time wisely as do you if you think about it.

     When a person joins a dungeon run where they are the only person there that has not watched the video on where to run and what to do, it can slow everyone down. Normally in FFXIV when I played it last people will ask and then explain what to do. However if you don't get it fast enough they might kick you. Yeah that happens. I was playing a healer and because it was a responsibility I could not just walk in without knowing the fight I watched videos and let me remind you that when you don't want to waste other people's time especially people who get angry, it is advisable to watch the video and learn the fight. Otherwise tell everyone before so they can replace you if they wish.

    Don't get upset and say "How can I learn if you don't teach me?" There are guilds that do runs like that but on the roulette of dungeons you won't always find people willing to cut you some slack. Does it suck? Of course it does but that is the way MMORPGs have evolved or devolved.

    I think I would love to play games where you could even in an MMORPG have everyone with no experience in that dungeon in one setting but that is segregation and not healthy either. On the other hand you will have bad experiences where they might kick you.

    I have stopped doing a lot of harder group content for this reason and I think I'd rather be in @olepi group. I would really enjoy those types of grouping experiences but they are getting rare unless you're lucky and play with friends.

    This is getting worse as the people with no patience dictate and control content and make it even harder but in the end you decide what you can do and tolerate. This is why people tend to gravitate to soloing.
    [Deleted User]KyleranolepiCheri55

  • UngoodUngood Member LegendaryPosts: 7,534
    Angrakhan said:
    This "curse of skill" is not limited to video games. It's anything in life involving competition. For example I'm a co-owner and assistant instructor in a Brazilian Jiu Jitsu academy. A new student comes in and I have to play very nice for them to be able to do anything, really. If I play my A-level game with them I will just tap them out over and over and over. I don't want to do this because they will be frustrated and walk out the door. Really what they need is a lot of years of practice to discover how good they can get. Maybe they'll be a lot better than me but if they walk out we'll never know. I lose a student and the student never reaches their full potential. It's lose lose.

    The problem with video games is there's no incentive to not crush the new guy. Quite the opposite in fact. Thus, the "this is not for me" effect happens much more frequently and games shed players left and right. This is obviously more prevalent in pvp games, but it happens in pve too.
    This is why "Sandbox" or "Horizontal" games fail.

    In those games everyone is forced to start at the top.

    This makes for the absolute worst kind of game build, and why level based games, where you start in the noob areas, and learn the easy stuff, and then you work your way up, and it gets harder as you move to the higher level stuff.

    Now ideally, a good game, would be built on the idea, that it is easy in the starting areas for starting players, but as they go up in levels, so too does the challenge, as such, a level 10 character will have a much easier time in a level 10 zone, then a level 50 character will have in a level 50 zone, because at that point, the player should have been building the skills to be competitive at that level point.

    Games don't do this however.

    They tend to make game modes easy, so you can be cap level with noob skills, and that just for things to get frustrating.
    [Deleted User]Babuinix
    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

  • AporiaYixAraAporiaYixAra Member CommonPosts: 1
    hey, this was well written and a great topic. Great work
  • The user and all related content has been deleted.
  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    Kyleran said:
    Quizzical said:
    And what does this have to do with the MMORPGs that actually exist and are available to play today? Maybe you're talking purely about PVP, but the article doesn't seem to have any basis in common PVE content.

    The real problem, as I see it, is that the common casual player can't coexist with the completely incompetent players that the games are play-balanced for. Instead, nearly everything is stupidly easy. Get up and physically walk away from your computer for 20 seconds before coming back and it probably won't even matter because the game is so easy.
    Don't walk away while in the middle of a dungeon in LA or you'll go flat quick.  :#

    Almost all MMORPGs have more difficult content, just not seen in the open world much these days, for "reasons."

    How you enjoying that new DS inspired MMO, I've heard it has some decent challenge in it?
    If you have to slot through many hours of trivial content in order to find out if the endgame is also stupid, then the game is awful.

    The problem with Lost Ark is that it's basically unplayable with a controller.  Heavy mouse usage is a repetitive strain injury waiting to happen.  Thus, I can't play the game at all for reasons that have nothing to do with skill.

    What "DS inspired MMO" are you talking about?  I'm not necessarily demanding that everything be super hard, but I don't like it when it's so easy that you win even if you're not paying attention.  I also don't like it when, to the extent that there is any challenge, it consists of doing things that aren't fun, such as finding other players for groups or fighting with an awful control scheme.
  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    If a group finder is mixing together new players who want to learn the content with veterans who want to speed run through the content, then that's a problem of a bad group finder.
    [Deleted User]TacticalZombeh[Deleted User]TheDalaiBomba
  • Expl0rerExpl0rer Member UncommonPosts: 8
    There are more dimensions in the player universe than just casual versus elite, speaking for us Explorers. When I reach the level cap in an MMO, I often start a new character in a different starting zone, with different lore and skills. Or I start in a different MMO, and have so far invested much time in over 50 MMOs. That ain't "casual!" But it isn't "elite" either because I don't compete. One of my Lord of the Rings Online characters jumped magically to level 50, dwells in the Shire, and never gained any more combat experience, living in the lore instead. I guess we don't count my 5 Second Life avatars, the first of which has been active since 2006. Hmmm... so for some of us, these are not games but virtual worlds, and competition may be a lower priority than cooperation. A WoW guild I started in 2008 still exists, and characters across many MMOs are active in their trading economies. What totally different dimensions may there also be?
    TacticalZombehalelizio
  • UngoodUngood Member LegendaryPosts: 7,534
    Wargfoot said:

    Ungood said:


    Angrakhan said:

    This "curse of skill" is not limited to video games. It's anything in life involving competition. For example I'm a co-owner and assistant instructor in a Brazilian Jiu Jitsu academy. A new student comes in and I have to play very nice for them to be able to do anything, really. If I play my A-level game with them I will just tap them out over and over and over. I don't want to do this because they will be frustrated and walk out the door. Really what they need is a lot of years of practice to discover how good they can get. Maybe they'll be a lot better than me but if they walk out we'll never know. I lose a student and the student never reaches their full potential. It's lose lose.



    The problem with video games is there's no incentive to not crush the new guy. Quite the opposite in fact. Thus, the "this is not for me" effect happens much more frequently and games shed players left and right. This is obviously more prevalent in pvp games, but it happens in pve too.


    This is why "Sandbox" or "Horizontal" games fail.

    In those games everyone is forced to start at the top.

    This makes for the absolute worst kind of game build, and why level based games, where you start in the noob areas, and learn the easy stuff, and then you work your way up, and it gets harder as you move to the higher level stuff.

    Now ideally, a good game, would be built on the idea, that it is easy in the starting areas for starting players, but as they go up in levels, so too does the challenge, as such, a level 10 character will have a much easier time in a level 10 zone, then a level 50 character will have in a level 50 zone, because at that point, the player should have been building the skills to be competitive at that level point.

    Games don't do this however.

    They tend to make game modes easy, so you can be cap level with noob skills, and that just for things to get frustrating.



    I don't see where level gated themeparks help much at all.

    I happen to think sandbox games offer (or should) offer the most potential for creative problem solving (alternative ways to win). The theme parks are the games that have the meta builds and meta gear that everyone has to acquire to even stand a shot at qualifying as a twitch monkey.

    Sure they do.

    Level gates games, allow the content to be challenge adjusted, at the starting levels, you have easy content, content that players can learn the game with, and screw around in, without much fear. This gives them time to learn and understand the game.

    As the players go up in level, they should learn the game mechanics and why things work, what works best together, and things like that.

    As such, the challenge can be increased, and thus not only do they level up, the fights become more engaging and less forgiving as they do so.

    Now ideally, the game should built on a Down-Leveling system, so players are not forced to do harder or higher level content, and continue to play in the regions they enjoy playing in.

    This would be the ideal plan, because slowly, players would in fact move around the content, as they gained the knowhow to overcome the content, some faster than others, obviously. 

    Personally a game with a meta, or everyone running cookie cutter builds, is overall a poorly designed game, regardless of style.

    Now, Sandbox, there is no room for progress, you are tossed into the game, at the hardest it will ever be, and you have to either be good enough to overcome that on your skill alone, or you will just fail.

    The worst part of Sandbox games, is that they start at their hardest, and then they get progressively easier as you acquire gear and whatever passes as progress ranks, so in the end, they become less a challenge the longer you last.

    Personally I cannot think of a worse design, that is like taking someone to learn how to box, and putting them into a title fight, and saying "Alright, with no training, skill, or anything else, lets see if your raw talent is good enough to survive, but if you win this fight, the next one will be easier"

    That is like going down the ranks, as opposed to up them.
    [Deleted User]
    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

  • KyleranKyleran Member LegendaryPosts: 44,060
    Quizzical said:
    Kyleran said:
    Quizzical said:
    And what does this have to do with the MMORPGs that actually exist and are available to play today? Maybe you're talking purely about PVP, but the article doesn't seem to have any basis in common PVE content.

    The real problem, as I see it, is that the common casual player can't coexist with the completely incompetent players that the games are play-balanced for. Instead, nearly everything is stupidly easy. Get up and physically walk away from your computer for 20 seconds before coming back and it probably won't even matter because the game is so easy.
    Don't walk away while in the middle of a dungeon in LA or you'll go flat quick.  :#

    Almost all MMORPGs have more difficult content, just not seen in the open world much these days, for "reasons."

    How you enjoying that new DS inspired MMO, I've heard it has some decent challenge in it?
    If you have to slot through many hours of trivial content in order to find out if the endgame is also stupid, then the game is awful.

    The problem with Lost Ark is that it's basically unplayable with a controller.  Heavy mouse usage is a repetitive strain injury waiting to happen.  Thus, I can't play the game at all for reasons that have nothing to do with skill.

    What "DS inspired MMO" are you talking about?  I'm not necessarily demanding that everything be super hard, but I don't like it when it's so easy that you win even if you're not paying attention.  I also don't like it when, to the extent that there is any challenge, it consists of doing things that aren't fun, such as finding other players for groups or fighting with an awful control scheme.
    Elden Ring
    Ungood

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    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

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  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,653
    Elden Ring MMO?

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

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  • MendelMendel Member LegendaryPosts: 5,609
    Kyleran said:
    Mendel said:
    Traditionally, 'skill' wasn't associated with video games; that term was reserved for people who performed a specific task.  That task could be industrial, the ability to operate a machine press; or artistic, the ability to play an instrument.  Only recently has 'skill' be applied to a strictly leisure time activities lie games.

    Moving a mouse pointer precisely 1.25 cm might be important in an engineering application, in which case it is certainly a 'skill'.  Moving that same mouse that same 1.25 cm in a game isn't.  There's almost equal emphasis on physical speed, timing, and accuracy in a game.  Those motor skills are coupled with cognitive skills to recognize, analyze and develop responses to specific stimuli.

    The abilities used to play a game started are skills after a fashion, but are these any more valuable than the ability to send a text message, or use a remote control device for the TV?  After all, if we want to extend the scope of 'skill' to include leisure activities, what exactly is the difference between the traditional skills and leisure skills?  Are these really in the same category?

    To me, a traditional skill produces something tangible.  A carpenter builds a cabinet; a singer sings a song.  Leisure activities promote some degree of personal enjoyment, but that rarely isn't shared by an audience, nor has any lasting impact.

    A game may use skills, but these skills seem just a bit more self-serving and somehow less than a traditional skill.  Maybe another word would serve leisure skills better?



    The "e-Sport" industry would like to have a word with you.

    ;)



    Millennials.  Fah!



    UngoodTacticalZombeh

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

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