Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
This RNG gear enhancement, dull mob grind and strong vertical power scaling (In an open world PvP environment) undermines (almost) everything that is fun in a video game in general. There are 7 different basic video game design principles that determine gameplay fun.
1. competence & challenge
The player is challenged, but not overwhelmed. This creates the so-called flow state. Fun is created when you get better, overcome obstacles and surpass yourself in your abilities.
2. autonomy & freedom of choice
Players want to make meaningful decisions. Freedom of choice creates a sense of control and self-efficacy. Fun is created when you have the feeling: “I have an influence on this world.”
3. connectedness & social resonance
Multiplayer games, MMO´s, guilds, co-op: playing together (and against others) strengthens bonds and creates collective fun. Fun comes from community or emotional connection.
4. discovery & curiosity
Fun exploring worlds, mechanics or stories. The thirst for knowledge is rewarded.
The player thinks: “What else is out there?”
5. fantasy & aesthetics
The escape into other worlds, roles or perspectives. Many games offer emotional or visual experiences. Fun through aesthetic fascination or immersion.
6. narration & meaning
Stories and Interactions with meaning create emotional depth. You don't just experience something, you feel something. Fun is often more “meaningful” than entertaining.
7. reward & progress
Level-ups, loot, new skills - the progression system activates our reward system. Fun through measurable growth and feedback.
Principles 1-6 are inherent fun, i.e. the activities themselves are fun. No. 7 is external fun. The activities you do don't necessarily have to be fun, the rewards just have to be good enough to motivate you.
Ashes tries to apply all these principles. Intrepid also places great emphasis on No. 7 with a strongly vertical power scaling, long and dull mob grind and RNG gear enhancement.
1. strong vertical power scaling should increase the extrinsic motivation to make progress.
2. the grind should only artificially create playtime until you get the reward.
3. an RNG Gear Enhancement System should increase the thrill of the reward and thus reinforce it.
The problem, however, is that Ashes contradicts and damages many inherent fun principles with these three concepts, which all lead up to and reinforce #7.
The way in which Ashes #7 is motivated, prolonged and reinforced by thrills contradicts #1, #2, #3, #4 and #6
No. 1 Skill & Challenge
The RNG Gear Enhancement System will penalize the player for something which they have no control. You lose resources, progress, even items and become weaker.
This contradicts the flow principle (skill growth) and often creates learning blocks or frustration. (Which in itself is not a bad thing to go backwards if the cause was my lack of skills)
No. 2 Autonomy & freedom of choice
Successful enhancement is not skill-based, but random. This can destroy autonomy and a sense of competence. Players feel powerless because their efforts are not reliably rewarded. There is no player agancy here. If I want to get ahead, I hand over success or failure to a passive system.
To compensate for the luck system, there is often massive grinding, which artificially inflates the playing time but doesn't really fill it with content.
No. 3 Connectedness & social resonance
The strongly vertical power scaling harms being part of a collective. It does not connect through shared meaning and adventure, but divides through strong power differences. Low level or low geared players will feel disconnected from the high level players and useless to the community, e.g. in PvP. The prolonged leveling process only reinforces the time gap.
No. 4 Discovery & Curiosity
The highly vertical power scaling will increase the need to progress. This will feel more like a compulsion than fun. This perceived compulsion and dull grind will kill the fascination and curiosity for the beautiful game world.
No. 6 Narration & Meaning
With the tedious dull grind, the wide separation from the other players you want to catch up with in order to be included and the regression of gear progression over whose success or failure you have no control, the very last meaning and purpose of your efforts is completely emptied. This makes the entire progression feel pointless.
The reinforcement of rewards through RNG, their artificial and blunt temporal extension through mob grind and the compulsive gear progression through a strong vertical power scaling that leads into a one shot fiesta will only lead to one thing: All the players who experience gameplay fun through inherent motivation (#1-6) will leave the game completely fatigued, pointless, bored and disappointed after a few months at the latest. The only players left will be those who enjoy the game through the reinforcement and extension of No. 7. No. 7 will ultimately dominate and destroy everything else. It exploits psychological weaknesses (FOMO, reward dopamine, fear of loss) rather than focusing on sustained enjoyment through skill, discovery, community or meaning.
If most players then leave, a world as large as Ashes can no longer be sufficiently populated and player-driven content no longer works well, then this leads, as in any other MMORPG with such power scaling (korean MMORPG´s), RNG Gear Enhancement System and long and dull grind, to catch-up mechanics, leveling will run faster to get to the endgame quicker to be able to retain new players. that devalues all Progress, Zones and Items.. Come on guys, we know this from 1000 other MMORPG's.
My biggest problem here is the strong vertical power scaling that will turn open world PvP into a one shot fiesta. All the other stuff just compounds the problem. Personally I love long level phases and progress and open world PvP.