I mean... this right here shows you don't read posts. I literally said this in the sentence right after.
You sound like a disgruntled game designer.
No, you said "Like in Fellowship of the Ring when they are trapped and goblins / cave troll are all coming at them." in the next sentence. It seems you didn't read my post, because I clearly stated that players didn't like the ring events in Shadows of Luclin.
Wait, did you just read "ring" in my post and it triggered you because you already said "ring" in your post? Do you even know what the ring events in SoL were?
Streamlining content creation CAN be a decent solution but then you're looking at very formulaic content. It would be very difficult to create tools that can generate unique & fun content consistently.
Depends on your toolset. The biggest roadblock for unique content is the art assets creation, which takes a fucking lot of time and talented people, including an art director so the art looks consistent and not like a jigsaw puzzle assembled with a hammer. However, if you can write interesting stories (and the lore with it) you will have players invested in it for a long time. This is the world building aspect.
People have fond memories of the FFXIV Heavensward main story quest. In hindsight it was mostly a bunch of characters - the same character models - on a road trip through the zones. But the bickering between the characters made it interesting, and one dies at the end, so it's memorable for the players, just like in the "Aeris dies" meme. In the end that is what makes people remember games: It gave them emotions.
The best solution is to figure out what "emergent gameplay" can be added to a PvE game.
Current types of Emergent Gameplay:
- PvP
- Building (structures/towns/cities/minecraft/fortnite)
- Politics
I feel like the Political gameplay is very lacking in MMO and could be a big area of exploration.
On the older version of these forums we had a large group of people playing the browser game eRepublik, it was heavily political, pretty fun at the time. Our group took over North Korea for like a year. There were elections, you had to campaign, kinda interesting imo. I would like to see elections in an MMO.
No, we already have "pvp + building + politics" explored in Excel in Space EVE Online, complete with betrayals and backstabbing and all that comes with the territory: The largest alliance at the time (Band of Brothers) was dissolved over night because the one who responsible for paying the bill for it sold out.
It's not as fun as you think it is, especially for newbies, casuals and the losing side. The throne is only so wide for one ass to sit on it.
Because of the high stakes sometimes you get crazies who clearly can't differentiate between game and real life. When you have people plan to visit a titan pilot at home to cut the power line to his house, so his titan is a sitting duck and they can easily kill it without much of a fight, then you somewhere have crossed a line that shouldn't be crossed. And this was in an era before "doxxing" was a widely known term. No sane corporation wants to invest millions of dollars into something like that to have a potential PR disaster at their hands. Not with the current moral panic about how "video games train our youth to kill" whenever someone goes mental on a killing spree.
But if you like something like this you can look into Crowfall, which aims to be to do something like this. After my initial reaction of "this could be cool" I thought about it, and the biggest problem they have is world persistence. If you worked hard to be top dog, why would you have the game world reset at the end of it? MMOs are clearly time investment games, so players want to show off their previous moment of awesomeness.
This is also the reason players hate the hard gear resets in WoW for each expansion. When you go to the leveling dungeon in the Burning Crusade and a random blue drop from a 5man boss is better than the Naxxramas sword you worked so hard for, you feel somewhat reduced to scrub level, because you know that other random scrubs have access to the same level of awesome loot. Some players didn't get over that feeling and never logged back in.
The biggest problem in game design, be it professional or armchair, is to understand why people play games and keep playing them. They are different for different people. Interestingly enough, this will not clearly show up in any kind of metrics, and not even in player polls, because players may not be aware of it themselves. Ever heard of "Bartle's Taxonomy of Player Types?"