wanderingmist wrote: » @azathoth @atama and @dphantomtv The main gist of the video is that older mmorpgs like Classic WoW and Old School Runescape are proving popular because they follow a core principle of business:"Cultivate meaningful work and meaningful relationships." Bellular argues that Classic WoW was successful back in the day because "players felt like their work in the game built towards something important and that their social bonds in the game meant something." He then goes on to say that games like Retail WoW, Fortnite, etc rely too much on instant gratification where they want the players to get a quick hit of pleasure/excitement and reward without really earning it. This results in players being driven solely by the rewards and as soon as the fast progression and the rewards stop, the players get bored and quit.
muridious wrote: » wanderingmist wrote: » @azathoth @atama and @dphantomtv The main gist of the video is that older mmorpgs like Classic WoW and Old School Runescape are proving popular because they follow a core principle of business:"Cultivate meaningful work and meaningful relationships." Bellular argues that Classic WoW was successful back in the day because "players felt like their work in the game built towards something important and that their social bonds in the game meant something." He then goes on to say that games like Retail WoW, Fortnite, etc rely too much on instant gratification where they want the players to get a quick hit of pleasure/excitement and reward without really earning it. This results in players being driven solely by the rewards and as soon as the fast progression and the rewards stop, the players get bored and quit. That's a fair point, I think there is some truth in it. But I'm not sure if the "instant gratification" is the only reason why people quit games like that. I think the real MMO killer is when the instant gratification comes through the cash shop. Also thinks for explaining the situation
leonerdo wrote: » [Editted cause giant quotes are annoying.] [Edit2: Gosh formatting is hard.]@noaani I'm gonna put your quotes in italics and my responses in plaintext because I don't want a bunch of quote boxes. If I leave something un-responded to, it's probably cause I just agree. If anyone thinks this long-form reply thing is dumb, well I'm doing it cause I think he made a lot of good points, but I have some specific clarifications or rebuttals that I want to add. Read however much you want to. _______________________________________________________________________________Spamming chat for a group is never fun, but that is what friends lists are for. In my experience, past the first 20 levels (or one week, what ever takes longest) people that spam chat looking for groups are the people I have grouped with in the past when things went poorly. People that are constantly in groups that go well don't spam chat looking for groups, they whisper people in their friends lists. You don't ever see a good tank or healer spamming for a group. This is that whole social connections thing. - These's are good points, but I still would prefer if those bad players always looking for new groups did so in a party-finder than in chat. I'd rather save region chat and LFG chat, for regular conversation and time-sensitive distress calls (like for world events or PvP gankers), respectively.
karthos wrote: » Work work workhttps://youtu.be/5GL9JoH4Sws
leonerdo wrote: » There is no "today's context" in terms of what makes a good MMO. It is the same now as it was 20 years ago. - We're just going to have to agree to disagree on that one. I just think gradual improvement is inevitable in any genre (or any industry really). Community standards/preferences will gradually shift. Today's context isn't very different from 10 years ago, but I think there are a couple important differences, especially when it comes to convenience. (Hence the regrettable market shift towards mobile games.)
wanderingmist wrote: » I guess the question we have to ask is, can you put quality meaningful gameplay into a short timeframe that doesn't rely on extrinsic reward systems?
leonerdo wrote: » Conversely, time-investment is closely tied to depth, but it's not enough on it's own. 10-hour quests or grinding sessions are pointless if there's no depth to them. Spending time to travel on foot isn't good design if the world you're travelling through is shallow and uninteresting.