It was a significant change
Bingo.
Games without significant changes often die faster than games with them The six guys that would still be playing core Tyria if is stayed at that difficulty would be happy as clams. Most of us would have played a lot less, because too easy is as bad as too hard. HoT kept me in the game. And I know for a fact I’m not alone.
This is not true at all. Case in point, EQ didn’t significantly change their game, they merely added to it. In essence, they added levels, which progressed the game, but did do while keeping with the established systems and style of play that the base game was built off of, there were no major system shocks, or massive overhauls on how the game felt from one expansion to the next, the transition from Norrath to Kunark, felt smooth, the Kunark Expansion felt like it belonged in the world of Norrath, making a fitting addition to the game.
Whereas, HoT was an abject change to how the game felt when you played, it didn’t feel like a smooth transition at all.
Ergo, games may need to grow, but they don’t in effect need to overhaul level changes to stay alive, in fact.. subtle small changes are what keep games alive, additions keep games alive.. substantial shocking changes have historically always done more harm then good.
I don’t do this often, but I have to agree with Vayne. Not philosophically, but on the specific issue of “do games have to change or die?”
They really do. They have to give players things to do that aren’t just the same things as they’ve done before.
My disagreement with Vayne is on how MUCH games must change, not whether they have to or not.
Players want new content. And, even casuals like me want new challenges. But, I don’t want overwhelming challenges. Vayne seems to thrive on not just the challenges, but the eventual defeat of those challenges (which s/he does via hard work).
As a casual, my preference is for different challenges, not so much harder challenges.
But, ANet must satisfy both of us, or die. Financially, I think they have to lean more heavily in the casual direction, because that’s where most of their money comes from.
So, I haven’t lobbied to return completely to the original GW2 model. I’m more of a half-way kind of player. Some day … SOME day …, I might want to tangle with those really hard challenges that people like Vayne have asked ANet to implement. So, I agree with Vayne (and others) that some of those challenges need to exist.
Unfortunately for HoT, I think ANet tried to move to hard in that direction, and they did it throughout the HoT game play. It was almost too much for me, and it was too much for you. I mean, if I have to be honest, Draconis Mons has tougher enemies than Verdant Brink.
The difference, and the reason I like it, is that there are a lot fewer of those very difficult fights. And, you can avoid them. Yes, if you want achievement points, you eventually have to tangle with them. But, in HoT, you had to tangle with really hard enemies just getting to the battles that had achievements attached.
There were three areas (in my opinion) where HoT failed: mapping, gating, and difficulty. They eased the gating, and significantly eased difficulty. But, mapping is still a chore and a pain, and there are still too many overlapping difficult places.
LWS3 has overcome those areas, generally. Yes, there’s a very badly mapped Draconis Mons (episode 5). And, there are places where the events and challenges are too hard (IMO), like some areas of Lake Doric and Bloodstone Fen. But, overall, it’s quite good.
If PoF is similar in casualness to LWS3, I’ll like it. A lot. But, if it doesn’t include enough challenges that require peak playing skill, Vayne won’t. And, s/he will be correct.
It’s got to be a balance. The game as a whole needs to have enough variability to accommodate both the majority of casuals AND the majority of hardcores.