Sadre Spinegnawer
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People grew up, and the medium tried to do that too.
I mean I know for a fact I have no-where near enough time to farm a single item for literally months at a time anymore. I spent so much time just preparing to farm in XI, and as much as I fucking love XI, I could never go back.
The medium evolved by making faster paced experiences for people with less time in order to try to maintain the same group of players, but sadly that doesn't exactly equate to a quality MMORPG normally.
I do think that XIV is the best MMO out there right now, for the simple fact that you can obsess over it for a few months and then take a break for a year until you obsess over it again with all the new content.
I remember, back when I played hardcore, first eq1 then eq2 (I got off the SOE wheel when eq2 phased out contested mobs), I would enjoy pick-up groups. But it was always a reality check. I was used to grinding and playing till near dawn if needed. But in pick-up groups, people had different priorities. I remember trying to be ultra-cool to people who played maybe one instance a night, or who only clocked a few hours grinding aa's.
During those years, both eq1 and eq2 were "big enough" games so that both kinds of players could still have fun. I would join a group during the eq1 years with me in BiS gear, but there was still lots of content for other style players, and I frankly enjoyed playing with "filthy casuals." Sure, you might get a wipe or two, but so what?
I think players have changed so much, that a developer is trapped. The key is to make a game where casuals can still have fun, but not so easy that you end up with this major traffic jam at end content that hardcore players can reach <month.
Devs need to make this clear though. We need a design philosophy that states, this game is built for fun for casuals, but if you want to go further in the game, it is going to be hard as fuck to do so.
I think the mistake is, devs ar trying to design *one* game, to please all, when in fact there are at least two kinds of gamers, and so a game has to figure out how to blend them together. Casuals will get pissed off if it starts to feel like a game is just trying to get you to go for the end content (that they might not be able to reach) and hardcore will get pissed off if things are so easy you can devour the content in a month.
edit: guilds in eq1 and 2 helped on this matter. There were casual guilds, and there were hardcore guilds. I think the guild element is crucial to solving the issue. Casual guilds and hardcore guilds should both be able to have fun in a well-designed game.
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