popsicledeath
Potato del Grande
The problem is those hour-at-a-time quest mechanics have to be good, so whether you're playing 1 hour or 8 hours grinding quests because the best or sometimes the only way to experience the game because the devs have made quests the primary vehicle for advancement. It would be great if your playerbase were all hour-at-a-time players, though.
Not that it matters, but imo the better mechanic is to make it easier to join groups. If your guild has a group crawling a dungeon, and you get online and only have an hour, and someone in the group is leaving, make it easy to swap out people. The notion of having to break up a group because someone leaves or restart at the entrance of a dungeon to let one person joined is the other half of what killed social, group content.
Vanguard did it pretty well for dungeons and group play with any healer being able to summon others into the group. If you only had an hour to play, you could still often get into a group, because they'd just summon you in and then put out feelers when the next spot was opening up.
The notion to put in short quests to appease the casuals, and let the 30 hours people grind to max and then raid is what makes current game design so shitty. Why not just make a game with a ton of content that people who play more, will experience more of it faster, but everyone experiences the same way, with similar accessibility, particularly by not having game mechanics that cock block people who can't spend half their play time getting to a place where they can start playing.
Not that it matters, but imo the better mechanic is to make it easier to join groups. If your guild has a group crawling a dungeon, and you get online and only have an hour, and someone in the group is leaving, make it easy to swap out people. The notion of having to break up a group because someone leaves or restart at the entrance of a dungeon to let one person joined is the other half of what killed social, group content.
Vanguard did it pretty well for dungeons and group play with any healer being able to summon others into the group. If you only had an hour to play, you could still often get into a group, because they'd just summon you in and then put out feelers when the next spot was opening up.
The notion to put in short quests to appease the casuals, and let the 30 hours people grind to max and then raid is what makes current game design so shitty. Why not just make a game with a ton of content that people who play more, will experience more of it faster, but everyone experiences the same way, with similar accessibility, particularly by not having game mechanics that cock block people who can't spend half their play time getting to a place where they can start playing.