I play games to engage with the mechanics. Autoplay is pretty much anathema to me for an RPG or adventure game. I'm there to do the things.
While I wouldn't mind a certain sort of automation in crafting and factory building, if the setting is modern (like building a mining operation at a location), having my character go on automated adventures or combat without me is a nonstarter for me.
Automation in game play is great if that is the focus of the genre. RTS and auto sims are great, but I don't find that translates well to an RPG for me.
Satisfactory, Rimworld, Anno, and games where the point is to program the automation and there is a strategy to it. For RPGs (massively multiplayer or otherwise) it doesn't appeal to me.
Some gamers are used to working for what they get in games and want everyone to be on the same level playing field
That is one big delusion, the average l33t tryhard loses their mind when the devs decide to give equally powerful raid gear from some casual solo open world area.
That is because they absolutely do not want a level playing field because their self worth is so low, they gotta have more stuff than casuals so they can feel special and everyone being equally powerful (therefore skill is the only differentiating factor) scares them
And like I said, if someone gives you some free stuff, telling them "Um no, AKSUALLY, I havent worked for this" just shows how absurd your thought patterns have become now that your self worth depends on video games to the point you treat a VIDEO GAME like work
Incorrect. The psychology of playing a true MMORPG with the time and effort invested as the main subjective factor of victory is more complex than that.
You portrayed it as a weakness, lack of self worth, self confidence, self esteem. This is not true for almost the integrity of the players who prefer this or who only accept this.
As I said before, the lack of "power fantasy", "grind", "deep complex long massive character progression" IS A STUMBLING STONE that many fell for. The pejorativeness and the scorning, the negativity attributed to it went beyond what was reasonable. The conceptualization of things such as "power creep" were an abomination introduced into the western culture by the slack minded, shallow, influencers that made their living on creating content and consumerism.
Time and Effort is investment, investment is commitment, is creating bonds, is living the simulated virtual world, is the essence of true, traditional MMORPGs. Its not "hardcore". Its the "casuals" that deemed it abominable, because it was just not for them.
Like some people who scorn a faithful marriage, scorn having children and educating/loving them, etc. The idea behind a MMORPG is exclusivism, possessiveness: you can only commit to this one game, to this one community within the game, etc.
It is acceptable and obvious that it was not for the generation and target audience that came later. Still, its not acceptable to discuss what a MMORPG is and try to redefine what it must contain as pre-requisites, just so that particular group of people could also be monetized (so they called the watered down, casualized games MMORPG as well, or MMOs, etc). The truth is that Throne and Liberty is what MMORPGs were from the beggining and what was lost for decades amongst the TOP POPULAR so called MMORPGs.
Even to this day the massive scale of players, concomitantly, interacting, in the open world requisite also is rarely fulfilled. We get it, they wanted to monetize the new casual crowd, to blend them in, its alright. But dont touch our MMORPG, because it must have the time and effort, the power fantasy, the power over others, the "if everyone is a hero, noone is", the massive scale, and a bunch of other things that got left out/abandoned by the fast food "MMOs".
Throne and Liberty is tried and true, safe approach, prudent, it gets all the checks on the boxes of pre-requisites, being new, popular, rich, pretty, modern, polished, etc. Everything one could ask for.
And as I said, to get the action based combat trade off, is perhaps impossible at the current historical time. For many reasons. I played New World, I saw Black Desert and many games before that had action and open world, etc, it was always unstable, with security breaches, design flaws, bugs, etc. And as I said before, I believe we still need like some 5 years before what we expected from Throne and Liberty can actually be required seriously by the player-judges.
I am happy with Throne and Liberty, I am ok with everything. I am just afraid of the monetization tuning and I noticed a zerging corruptibility potential. What is zerging corruptibility potential? That in the open world, sometimes some players will organize themselves better, through meta socialization, and just win by majority of player numbers. So I dont know yet what were the inteligent designs of NCSoft, who is aware of this for over 20 years, to prevent this from being a problem.
In the East this is an absolute rule, preference, its part of thousands years old culture. By your logic, every asian MMORPG player is offended as one that is inferior in his self steem, worth, confidence, talent, skill, value, etc.
This is not only incorrect, but a great error, one even diplomatically offensive. See that you dont say these things in public near them, or the other groups of players, that by cultural, ethnic, economic background, etc just play to crush the spoiled rich pretty kids who "have a life".
See what I did? I flipped it inside out, reversed, bilateral way and made the oppositors/adversaries of such design to appear as weak, etc.
And it is the truth.
I could go on and on, explaining the essence, the light, the wisdom, all the pleasures and delights of challenge, reward, time and effort, the journey, the increments, advances, everything tasted, sweated, relieved, SPIRITED. DIVINE.
I like skill factor also, but less than the time and effort factor. I hate pay to win.
I matured and aknowledge that some measure of autoplay, semi-afk, assisted play is the LIFE, the future, the wisdom, the light, the breakthrough, the edge, etc.
I even aknowledge that skill and time and effort are two ingredients that mix well together and can be placed in every game. Just a matter of quantity, the amount, the dose.
But pay to win factor I do not respect. I tolerate a purchase equivalent to the box cost or a monthly subscription, and whatever surpasses this, only cosmetics/convenience that do not affect character progression/power. I am ok with inventory/storage slots for MMORPG games, if the free amount of storage given to all is just and only those who are disorganized, have no management or appraisal skills or are above normal collectors might have THEN, the extra convenience. (See, I am discerning between extra storage that affects logistics and efficience and extra storage that is just convenience, to show what is high level fair/acceptable monetization design)
Also to correct the offense from the repplier who said "we play MMORPGs as work".
Such thought process has no understanding, but since I am here to explain...
Traditional MMORPG players dont play as work, dont play to work either. In the future it will be a grant for them to play "play to earn" games, its one of the humanity future "professions".
We (who played or play true, traditional MMORPGs) dont need to work. We are not servants of anyone in real life, so as to have games designed to fit servile laboural hours daily for minimum wages. Is this not obvious, implied, and perceived through the elegant reality that ever surrounded us?
Our real life conditions are such that time and effort was/is never a problem. We belong to a class of humans born in a certain level of entitlement, seeded at a specific time to WITNESS the inception and changes of things that have happened and are happening right now. We are actually, objectivelly, very special, unlike the people from any other time before the 1980's.
This activity of playing a MMORPG is like a divine grant. We stand aside, as angels, from whatever human events, struggles, sufferings, calamities. This is the reality.
And alternatively, the crowd that came from consoles, from casualization, from digitalization, from globalization, from mobile, even from this current generation of NFTs/play to earn, is not on the same divine entitlement level.
Therefore they eat and consume thrash and suffer things and are oppressed by pay to win, etc.
Thats why we always called them thrash and what they consume, garbage. Not to offend anyone in particular, its a reality. There are even those from RPG Codex community, who are older and even more entitled than us from mmorpg.com.
Throne and Liberty is something pure, clean, for the "elite", even that same elite of the ancient gamers, the old gamers before World of Warcraft, a divine elite of kids of now or those that were kids then.
This is what is under all the perception of as to what is expected, what target audience is something designed, why things are done in the way they have been done, etc. Why a thousand thrash MMOs in the 2003+ years and why a million thrash mobile games.
Because every human is a consumer, sucker or elite, sucker for elite, the suckers now play much better games in their infancy now on their cellphones than we did in our ATARIS, minigames back then. Its metaphysically accepted as part of the management of the human race that this taxing/monetization phases, these gold rushes occurred.
And at the same time, it is required that elite experiences such as Ultima Online, Ragnarok, Star Wars Galaxies, EVE Online, and many others and the very Lineage's still got divinely commissioned for that historical time.
Is the NFT cross language and server? Meaning I can sell from korea to english server and vice versa etc. Or if I can sell from 1 english server to another.
Comments
The psychology of playing a true MMORPG with the time and effort invested as the main subjective factor of victory is more complex than that.
You portrayed it as a weakness, lack of self worth, self confidence, self esteem. This is not true for almost the integrity of the players who prefer this or who only accept this.
As I said before, the lack of "power fantasy", "grind", "deep complex long massive character progression" IS A STUMBLING STONE that many fell for. The pejorativeness and the scorning, the negativity attributed to it went beyond what was reasonable. The conceptualization of things such as "power creep" were an abomination introduced into the western culture by the slack minded, shallow, influencers that made their living on creating content and consumerism.
Time and Effort is investment, investment is commitment, is creating bonds, is living the simulated virtual world, is the essence of true, traditional MMORPGs. Its not "hardcore". Its the "casuals" that deemed it abominable, because it was just not for them.
Like some people who scorn a faithful marriage, scorn having children and educating/loving them, etc. The idea behind a MMORPG is exclusivism, possessiveness: you can only commit to this one game, to this one community within the game, etc.
It is acceptable and obvious that it was not for the generation and target audience that came later. Still, its not acceptable to discuss what a MMORPG is and try to redefine what it must contain as pre-requisites, just so that particular group of people could also be monetized (so they called the watered down, casualized games MMORPG as well, or MMOs, etc). The truth is that Throne and Liberty is what MMORPGs were from the beggining and what was lost for decades amongst the TOP POPULAR so called MMORPGs.
Even to this day the massive scale of players, concomitantly, interacting, in the open world requisite also is rarely fulfilled. We get it, they wanted to monetize the new casual crowd, to blend them in, its alright. But dont touch our MMORPG, because it must have the time and effort, the power fantasy, the power over others, the "if everyone is a hero, noone is", the massive scale, and a bunch of other things that got left out/abandoned by the fast food "MMOs".
Throne and Liberty is tried and true, safe approach, prudent, it gets all the checks on the boxes of pre-requisites, being new, popular, rich, pretty, modern, polished, etc. Everything one could ask for.
And as I said, to get the action based combat trade off, is perhaps impossible at the current historical time. For many reasons. I played New World, I saw Black Desert and many games before that had action and open world, etc, it was always unstable, with security breaches, design flaws, bugs, etc. And as I said before, I believe we still need like some 5 years before what we expected from Throne and Liberty can actually be required seriously by the player-judges.
I am happy with Throne and Liberty, I am ok with everything. I am just afraid of the monetization tuning and I noticed a zerging corruptibility potential. What is zerging corruptibility potential? That in the open world, sometimes some players will organize themselves better, through meta socialization, and just win by majority of player numbers. So I dont know yet what were the inteligent designs of NCSoft, who is aware of this for over 20 years, to prevent this from being a problem.
In the East this is an absolute rule, preference, its part of thousands years old culture.
By your logic, every asian MMORPG player is offended as one that is inferior in his self steem, worth, confidence, talent, skill, value, etc.
This is not only incorrect, but a great error, one even diplomatically offensive.
See that you dont say these things in public near them, or the other groups of players, that by cultural, ethnic, economic background, etc just play to crush the spoiled rich pretty kids who "have a life".
See what I did? I flipped it inside out, reversed, bilateral way and made the oppositors/adversaries of such design to appear as weak, etc.
And it is the truth.
I could go on and on, explaining the essence, the light, the wisdom, all the pleasures and delights of challenge, reward, time and effort, the journey, the increments, advances, everything tasted, sweated, relieved, SPIRITED. DIVINE.
I like skill factor also, but less than the time and effort factor. I hate pay to win.
I matured and aknowledge that some measure of autoplay, semi-afk, assisted play is the LIFE, the future, the wisdom, the light, the breakthrough, the edge, etc.
I even aknowledge that skill and time and effort are two ingredients that mix well together and can be placed in every game. Just a matter of quantity, the amount, the dose.
But pay to win factor I do not respect. I tolerate a purchase equivalent to the box cost or a monthly subscription, and whatever surpasses this, only cosmetics/convenience that do not affect character progression/power. I am ok with inventory/storage slots for MMORPG games, if the free amount of storage given to all is just and only those who are disorganized, have no management or appraisal skills or are above normal collectors might have THEN, the extra convenience. (See, I am discerning between extra storage that affects logistics and efficience and extra storage that is just convenience, to show what is high level fair/acceptable monetization design)
And thus, you see the game the same as IRL work
I think I ll focus on just having fun and what benefits me, and TL is definitely pretty exciting because of its design.
Such thought process has no understanding, but since I am here to explain...
Traditional MMORPG players dont play as work, dont play to work either. In the future it will be a grant for them to play "play to earn" games, its one of the humanity future "professions".
We (who played or play true, traditional MMORPGs) dont need to work.
We are not servants of anyone in real life, so as to have games designed to fit servile laboural hours daily for minimum wages. Is this not obvious, implied, and perceived through the elegant reality that ever surrounded us?
Our real life conditions are such that time and effort was/is never a problem.
We belong to a class of humans born in a certain level of entitlement, seeded at a specific time to WITNESS the inception and changes of things that have happened and are happening right now. We are actually, objectivelly, very special, unlike the people from any other time before the 1980's.
This activity of playing a MMORPG is like a divine grant. We stand aside, as angels, from whatever human events, struggles, sufferings, calamities. This is the reality.
And alternatively, the crowd that came from consoles, from casualization, from digitalization, from globalization, from mobile, even from this current generation of NFTs/play to earn, is not on the same divine entitlement level.
Therefore they eat and consume thrash and suffer things and are oppressed by pay to win, etc.
Thats why we always called them thrash and what they consume, garbage. Not to offend anyone in particular, its a reality. There are even those from RPG Codex community, who are older and even more entitled than us from mmorpg.com.
Throne and Liberty is something pure, clean, for the "elite", even that same elite of the ancient gamers, the old gamers before World of Warcraft, a divine elite of kids of now or those that were kids then.
This is what is under all the perception of as to what is expected, what target audience is something designed, why things are done in the way they have been done, etc. Why a thousand thrash MMOs in the 2003+ years and why a million thrash mobile games.
Because every human is a consumer, sucker or elite, sucker for elite, the suckers now play much better games in their infancy now on their cellphones than we did in our ATARIS, minigames back then. Its metaphysically accepted as part of the management of the human race that this taxing/monetization phases, these gold rushes occurred.
And at the same time, it is required that elite experiences such as Ultima Online, Ragnarok, Star Wars Galaxies, EVE Online, and many others and the very Lineage's still got divinely commissioned for that historical time.
I learned years ago that unless you are in a toxic argument with someone here, very few will read your giant wall of blah blah.
This isn't a signature, you just think it is.