I had to think for a while before posting something, maybe what I write will spring up some discussion.
Disclaimer: I’m not overly concerned with vertical or horizontal gear progression, level cap increase or what A-Net has planned for GW2. After 13 years of MMO’ing around (EQ, EQ2, WoW and others less lasting experiments), having been a “hardcore” player as well as a “super-casual” player, depending on age and free time at disposal, I honestly don’t care anymore, I just apply a simple rule “If I’m not having fun, I stop playing”. I’m approaching the age of 40, still a gamer at heart, but I see things in a different way nowadays from most youngsters, in terms of commitment, fanboism and all that jazz.
I quote an extract from a person who posted this on another board some time ago, while talking about another game (yep, it’s WoW), but I think it can be applied to every game in this genre, more or less. It has been a hot topic of discussion among my friends for a while.
While GW2 could be actually excluding itself from this dissertation, thanks mostly to the existence of WvWvW and maybe, just maybe high level DE (but that’s stretching it quite thin), in a way I think it can still be included in this discussion.
Here it is:
[i]_The biggest problem with MMOs today is that the incentive to chase the carrot has been cut.
This is a result of the decision by WoW and its clones to reverse the motivational link between character progression and play style progression.
In WoW and every one of its clones, raiding is the end, not a means to the end. Your goal in WoW is not to increase your character’s capabilities, but to raid harder content.
The implication of this design decision is that you are never able to exploit the rewards you gain from raiding, because there is nothing to do with your character except to raid harder content, and harder content, by virtue of being harder, makes you feel weaker.
For those who enjoy the challenge of raiding and for whom the feeling of having defeated challenging encounters that others have not is a rewarding pursuit, that’s a sufficient incentive.
For every one else, it is not, and the transparency of WoW’s carrot lies in this – the sole incentive of raiding 3-4 hours a day in WoW is to get +betterer on your character sheet. The +betterer does nothing for you aside from opening up harder raid content that then pussifies your character, resulting in an experience that is equivalent to going in circles – you start off getting owned, then you gear up and obtain parity, and then the game throws you into the next tier and you get owned again.
It is a sadistic exercise in endlessly torturing the player, whereby the only reward is that you get to say that you’ve gone through more tortures than the other guy.
Nobody plays games to be tortured, and yet that is exactly what the end of game of every MMO that copies WoW does. Instead of asking the question – why do players want to raid and, better yet, why do they want to game – MMO developers today assume that players are willing to put themselves through whatever hardships they throw in order to get +betterer on their character sheets, ignoring the concept that nobody gives a kitten about whether they have +10000 betterer – it’s what you’re able to do with it that matters.
This is the first thing that has to change._[/i]
(edited by Miele.6537)