Not at all. I was simply pointing out that memorizing fight mechanics is much much easier than the logistics of organizing large groups of people and getting them to the fight, especially if there is no clear path set before them.
So Lithose's claim that shifting more complexity to the social and discovery aspects of raiding and less on the mechanical aspect of raiding would make things easier, is wrong in my opinion.
As for what is a good design and what isn't... I wasn't really commenting. I was just relating where the primary difficulty, to large group content, lies for the average casual player.
My post was ambiguous but I clarified it later. I did not, however, claim that WoW was more difficulty overall--my post was pretty specific in terms of where the difficulty was higher. What I actually said was this.
Wow is more difficult from anindividual player perspectivethan anything in MMO's before it. (In terms of end game)
Now, the thing is, you can't boil difficulty down to +/- statements. The above is a very specific perspective--only from a single end game player. From an outside observer, someone taking in the
entiregame, I wouldn't say there is a large shift in difficulty at all, if anything, EQ might be seen as more difficult. But from the observation of a single raiding player, attempting to memorize the reactions to 50+ mechanics (His class mixing with the fight), WoW is absolutely, hands down, more difficult. Nothing in EQ, all the way up to Rathe council, came even close in terms of position/APM/awareness requirements. HOWEVER, EQ was not an easier game overall. Social difficulty is...well, it is
very difficult.The
differenceis that such difficulty is controllable by the community. Where as pure memorization/reaction, is not socially controllable at all--unless you count designing mods to counter some complexities.
For example, organizing a 25 man raid with a trash clear that requires discipline and team work, but has more simplistic boss mechanics, is every bit as difficult as a 25 man raid that is essentially an arena style fight with much more complex bosses. But there is a big difference between the two. In the above scenario, the raid more emphasized on social organization/management, the brunt of the difficulty can be handled by your best players and they can organize, direct and carry your weakest. In the highly complex, reaction based fights--your best players can do very little to carry the weaker ones--they simply have to take the time to memorize the fights. This becomes *especially* true in post pre-nerf TBC WoW and then mid-LK wow, where tons of fights have random raid ending mechanics that targets can not be chosen by the raid leader (So you literally end up in situations where you will win or wipe depending on whether your stronger or weaker players get picked.)
But, to put it more simply, let me say it like this---
Boss fights, for the vast majority of PEOPLE are absolutely more difficult in WoW. Boss fights themselves are not more difficult overall.Do you see how both of those statements can exist simultaneously without being contradictory?
That's why simply making it "easier" doesn't work--because it actually feels easier. Adding more social difficulty, while taking away some reaction/APM difficulty, keeps the overall difficulty the same, while allowing the players to disperse it better in order to compensate for their own strengths and weaknesses.
Ok, but you were talking in terms of difficulty before, now you are talking in terms of good or bad design. Those are two different animals.
Difficulty does not need to be binary. Difficulty is just an aspect of design, when I'm talking difficulty I should just
naturallybe talking about design, when you divorce the elements of design and difficulty, you end up with...well, you end up with WoW, where everything that's harder is only harder because it has +more mechanics/stats. Things
canbe more difficult in one sense, and less difficult in another and still retain the same "overall" difficulty. Yes, I know that sounds overly subtle, maybe even pedantic *but* I think a huge problem of the current MMO generation is designers who like to think game design is a separate beast from difficulty--the worst offender of this is the wow "derp mode" switch. (It's like the culmination of this thought process that difficulty should be seperate from world/game design--like a tacked on, alien thing.)
But to be more specific, lets say it like this...If most uber guilds playing WoW tried to be successful in EQ,
most would fail--which to a casual observer might denote EQ fights are far
moredifficult. However, if most uber WoW guilds were fighting the actual bosses in EQ, most of them would probably find them a joke in comparison to many of the bosses in WoW. To a binary observer, those two statements can't be made to mesh. And yet they can be made to mesh when you account for the fact that difficulty in games comes from a
varietyof sources and should be something organic to the world.
In the end, if you attempt to distill difficulty down to just player reaction to observable mechanics, you end up creating a type of difficulty that alienates MOST, if not all, non-gamers who simply do not have the reaction speed/ability to memorize and adapt in the same manner that say, someone whose been raiding for years can. But humans *are* reasonably good as social interactions (usually). So pushing some difficulty to that end of the spectrum wouldn't make your game easier overall, but it would make it more accessible to players who like to game, but might not be strong gamers.
This, I really believe, was a key to vanilla's wow success that was lost along the way in the hopes to make the game more accessible. Because a lot of design input seems to come from people who lead OR were part of the "core" group of their guilds--and I think a lot of those people, when asked how to make the game easier, had a bias view of where the difficulty in the game came from. Their answers would have, probably, been things like management, attendance and organization. It's really not surprising that when difficulty was being lowered, those were the areas that were first pruned away. And then when the game became "too easy (Start of LK)", the areas that were beefed up were the non-social, "reaction based" areas. This lead to the imbalanced WoW we have today, where everything is tied to a psychopathic game of brinkmanship with Simon Says from hell, and you end up cutting friends who can't pull 100% of their weight in every fight.