|
| | #1 (permalink) |
| Right there above you. Join Date: Mar 2004
Posts: 696
+1 Internets | "End Game" in MMO's Just a simple question, how many people as they get older find the "end game" in MMO's to be a complete waste of time compared to other games/mediums? I'm not even sure if it's a case of time, perhaps my views on gaming are changing but it seems that to drop 5 hours a day "farming" something just doesn't entertain me anymore (oh nos I'm going casual). I find I enjoy playing games such as Diablo/Warcraft (RTS), which do not have "minimum time per day" associated with it to actually enjoy the game. Don't get me wrong, I still love MMO's but for myself and most of my friends, who were all very hardcore raiders at a time...enjoy just leveling up characters much more. Basically I'm wondering if this is the trend in MMO's or am I just getting old |
| | |
| | #2 (permalink) |
| Plugged In Like Neo | I'm not sure what it is...but I agree with you. In EQ I wanted to be the best, I didn't play any other video games. I had no problem playing the game for up to 10 hours a day, it was always fun to me. I wanted to be in the best guild I could be in and busted my ass trying to get there. Now, I don't really care about being on top, don't want to be obligated to play at certain times. I've definately become more casual as I've aged a little bit, and I don't think its the 'trend' in MMO's. I know tons of people who've basically devoted their life to WoW since it was released. There are lots and lots of people who want to be the best in WoW and don't mind spending countless hours farming rep and reagents. No thanks, not for me. I can hardly find the time to sit and play a game straight for more than an hour, and that's is I don't get bored =P |
| | |
| | #4 (permalink) |
| Registered User Join Date: Feb 2002
Posts: 9,213
+14 Internets | My theory: End game raiding starts to become a job basically. An older person has probably worked a real job more then a younger person, thus they get tired of playing a "fake job". You have to adhere to schedules, have to pay attention, have to do unfun stuff even if you dont want to, etc. IMO it wears on older people more because it starts to become a mirror of what they have to do 8+ hours a day, 40+ days a week.
__________________ Training the citizens of Norrath from 1999-2003! |
| | |
| | #5 (permalink) | |
| Closing in on Makata Join Date: Sep 2003 Location: USA
Posts: 1,180
| Quote:
I don't play EQ/WoW all the time because it isn't a great game in it's mechanics, I don't play it because there is no server wide community for me to care about. This is what made Ultima rule for so long. It's like baseball. You can get to the World Series all you want but if you don't have fans in the stadium cheering you on because they care about what happens to your team, you are not going to be motivated to play. Last edited by Magnum PI : 07-05-2006 at 09:12 PM. | |
| | |
| | #6 (permalink) |
| Resu Deretsiger Join Date: Aug 2003 Location: Seattle
Posts: 295
+1 Internets | In EQ1 I would raid hardcore, 5-6 times a week for 4 hours. I basically work, EQ'd and slept. That's it. Got tired of it. My ideal guild in a game would raid every day, but would have no raid log-on requirements, so there would be a good mix of people any time you went. |
| | |
| | #7 (permalink) |
| Resu Deretsiger Join Date: Aug 2003 Location: Seattle
Posts: 295
+1 Internets | EQ had a great set of server-wide communities though! Virtually every server had at least its own forum somewhere, run by a few people that played. Then the class-boards brought everything together. I had the feeling of emptiness in WoW, and the fact that almost every tiem I group up it will be with somebody completely new that I have never heard of before. It's hard to gain any sense of community when you are dealing with millions of people rather than thousands, the scale is all wrong. I am hoping that EQ2 has the same kind of community that EQ1 had. I want to be able to do a /who all lfg and recognize half the names. |
| | |
| | #8 (permalink) | |
| Right there above you. Join Date: Mar 2004
Posts: 696
+1 Internets | Quote:
In early days UO, it was a case where you'd see people in other guilds 5-6 times in a playing period, and you familiarize yourself with them and their tactics since you're bound to run into them quite alot. In EQ guilds were made and you pretty much knew EVERYONE on any major guild. Intimately usually when you're fighting for spawns. In WoW I cannot tell you how many recruits my guild has gotten that I did not even know existed...characters just pop up out of nowhere in that game it seems. The turnover rate in WoW is abysmal compared to every other MMO I've ever played, and it's not WoW it's just the way MMO's have become. Last edited by Immy : 07-05-2006 at 09:34 PM. | |
| | |
| | #9 (permalink) | |
| Closing in on Makata Join Date: Sep 2003 Location: USA
Posts: 1,180
| Quote:
No one in Ohio gives two shits about the Big Red Machine today because the Pete Rose, Ken Griffey, Joe Morgan, Jose Canseco, and the Johnny Bench's of 2006 will only be around a couple years until someone pays more. Whereas those players who were around in the 1970's started and finished their careers for one or two teams developed roots in the community and we grew to love/hate them--either way we talked about them. They mattered to us, as they became part of us. The future of MMO's will take on a more McDonald's flavor of the month aspect. In the future you will see 1 Big Dog MMO and the rest to survive will consolidate into a All Access Station type pass to avoid extinction. | |
| | |
| | #11 (permalink) |
| Registered User Join Date: Sep 2002
Posts: 1,966
| I just hate the obligations that come with a raid guild. If you make the mistake of playing a vital class and you are expected/required to log on 5+ nights a week or be guild kicked, it sucks. Depending on how well developed the MMO's raiding game is (who really fucking cares, they all blow), it's like being forced to play the shittiest part of the game every damn day. |
| | |
| | #12 (permalink) | |
| Irritable Join Date: Apr 2002 Location: :noitacoL
Posts: 3,478
| Quote:
You'd think you could rally a bunch of teenagers around the notion of "Getting shit dead". But that's even becoming a harder task each year at almost an aggregate rate. I fear for the future. Or I'm just turning into an old codger. Take your pick. ![]() | |
| | |
| | #13 (permalink) |
| Registered User Join Date: Mar 2003 Location: Cliffwood Beach, NJ
Posts: 64
| i agree with you - I too enjoy leveling up new characters because i can do it on my own time and do not have to adhere to a strict schedule. Is there such thing as a single player MMO? where you can still interact with people but progress on your own time therefore having all the same oppurtunity as anyone else on your shard but not having to rely on 39 other people to make it happen. |
| | |
| | #14 (permalink) |
| Ad Hoc Join Date: Jul 2002 Location: orange county
Posts: 1,209
+2 Internets | The only time I enjoy leveling up is when a new game or server is released. The reason is twofold and very simple: 1. I love competition. The race to hit max level and begin dominating content is a thrill. Most people that play MMOs at the raiding level are competitive by nature, so this suits them. 2. Constant power increases. When you're leveling up a new character on a fresh server, everything is an upgrade. Swapping items around with guildmates and friends makes every drop meaningful. Tradeskillers actually make products that are meaningful. I still remember getting a pair of pearl-handled daggers from our guild blacksmith at level 15 and being thrilled about it. This feeling diminishes with time. Even getting a piece of T3 armor isn't very exciting because it's a small upgrade. Unfortunately, such is the reality of a game where the itemizers are very careful about curbing power inflation, and rightly so. What I would like to see in a future MMO is a tradeskill system that rewards tradeskillers by making their products desirable even to an end-game raider. I believe that you do this not by creating an entirely independent item, but by upgrading existing ones, much like enchanters do in WoW. Combine two existing weapons (melt them down or disassemble), then rebuild them into a new product. The recipes would be specific to particular bosses, which allows the recipes to progress with the current itemization. Ex: Combine 2 arcanite bars, 4 enchanted thorium, 1 cured rugged hide, and Baron Rivendare's broken blade to forge an ilvl 55 epic 2h sword. All recipes would be difficult quest rewards, not based on luck. Nothing pisses me off more than farming an instance for months only to have some pissant newbie guild score the recipe you've wanted for months. Control the entry of items into the economy by using the real time calendar if you must, but don't make it random. In other words, for one quest step, there is a 7 day delay after you turn in a quest item before you receive the next step of the quest in the mail. |
| | |
| | #15 (permalink) |
| Registered User Join Date: Sep 2002
Posts: 4,879
| while we're tossing stuff out here I'd like to see a game/raid system that didn't require certain classes. You don't need a healer. You don't need a tank. If you have them then great, you can get the quest done. If you have other classes then you can complete the quest as well. Same thing for raiding. What changes is how you play. The strats would be different, but all equally challenging. |
| | |
![]() |
| Thread Tools | Search this Thread |
| Display Modes | Rate This Thread |
| |