The latest round of Ulduar nerfs has sparked off a slew of posts about games being dumbed down and why you need to be a moron to play Warcraft these days. Gevlon blames social players, riding hard on his regular strawman fallacy that ‘the pure social sucks in everything he does’. Tobold sneers that the game is skill-less.
From my perspective, I still think that current raiding is harder than back in 40 man days. It isn’t really the instances fault that players have several years more experience in playing the game and have seen it all before. It does have some depth but not unlimited amounts. The hard modes do seem to be providing reasonable entertainment for hardcore guilds while more casual setups pick away at the normal modes.
And when you boil skill down to reaction times, how good people are at watching several graphical effects going off around them, and reading strategies/watching videos – well, some people aren’t as good at that type of video game. Twitch is not for everyone. But WoW-types with their one-size-fits-all endgame are shoehorning them in somehow.
I don’t recall the levelling game ever being difficult (I certainly managed to get to level 60 when the game was new without ever really figuring out my class) so there’s no real point beating it up for that now as if something dramatic has changed. The old days when we walked both ways uphill through the snow to our bindstones were only ‘difficult’ because they were a pain in the neck. Not because they were actually … difficult. Now there are real advantages to having some frustrating content in games (immersion for example, and downtime for socialising) but frustrating is not the same as hard.
Can we just stop calling players morons?
I get that it’s frustrating to play with people who are dragging your performance down, but how about we just quit calling the people you never ever play with names.
Sente has a great post up at A Ding World where he compares MMOs to a virtual pub (ie. a relaxed hangout) and a virtual casino(ie. much more focussed and reward oriented set of activities, owners very motivated to keep you there), and concludes that he prefers the pub.
A lot of people prefer the pub. A lot of people don’t want to have to prove themselves to a bunch of hardcore elitists who will call them morons if they commit some serious crime like … ooo … having the wrong gem in one socket. They’re not morons, and they’re not necessarily ‘pure socials’. They’re just trying to tell you that they’re in for the beer and pretzels gaming and you should stick to your own kind.
Retirement vs Challenge
This week I have committed a terrible crime which I usually try to avoid. I read something cool in a blog post and forgot to bookmark it. So if this came from you, let me know and I’ll add in the link.
In any case, I was reading this article and the writer compared the ideas of Retirement Gaming with Challenge Gaming. This is simple but brilliant. The Retirement Gamer thinks ‘I put some work into this game and got some reward. Now I want to enjoy it by having the game become easier.’ The Challenge Gamer thinks, ‘I put some work into this game and got some reward. Now I want more of a challenge!’
The best MMOs cater to both of these viewpoints. And I suspect that most players, however hardcore, enjoy both of them. After all, the whole point of repeating raids is that you get them onto farm mode eventually. If you get good at the auction house, you have a larger pot of money to play with so you have an easier time making still more.
When a gamer gets a new shiny level, ability, or item, they want the chance to go show it off and feel uber. It’s fun to go back to a zone when you’re totally overgeared and take vicious revenge on some mob that bullied you as a wee noob. It’s fun to try soloing old instances after you outlevel them. It’s a very RPG thing to want to do. I did the same thing when I was GMing pen and paper games. In order for progression to be meaningful, the player needs evidence that they have progressed. And what better way to do this than to let them ease through a fight that gave them trouble in the past?
Who is really harmed if older zones become virtual pubs?
The question is, how many people really do want more of a challenge? A lot of people will say that they want more difficulty. But is it true? Gear based games have an easy answer to introducing more challenge – just up the health/damage of the mobs, or throw in some extra adds or a vicious ability on a cooldown. But there still comes a point where you’ve gotten most of the depth from the game that you’re going to get. After that, it’ll be down to twitch skills, knowledge of game mechanics and how good you are at finding X other people of the appropriate class/spec/gear/twitch skill/dedication.
And at that point, you may find that you get more challenge from playing a different game with new mechanics to learn and master. Challenge gamers in an MMO will find that their game has an end, a natural point at which the best way to find more challenge is to switch games.