Another "don't forget the casual player" Post
Two or three weeks ago, I randomly came across a video on AoC. From that moment I have been watching, reading, and listening to anything I can on this game. I have never been so excited about a new game. It's so rare and perhaps nonexistent these days to see as much passion, commitment to maintaining game integrity, and scope in combination with the resources and talent required to actually pull something off as ambitious as AoC. I'm a software engineer by trade, so I have an idea of the herculean effort it will take to fully realize this game as envisioned by Steven. Seeing the recent Alpha-1 footage and monthly dev updates gives me a lot of hope they'll pull this off. Seriously, I'd give both legs to work on a project like this (no arms, I need my hands for typing).
The things making me so excited are not necessarily the numerous game mechanics, lore, classes, races, massive game map with various biomes, etc., but the commitment Steven has to maintaining the integrity of the game. I've seriously struggled to gather a shred of desire to play new games as of late. MMORPGs/RPGs I've played in recent memory are disingenuous. They're too easy, P2W, incomplete, or lack compelling content among other things. The message from AAA game studios seems clear: our top priority is to turn a profit. This feels markedly different from Intrepid. I fully believe if Intrepid made just enough money to pay the staff, keep the lights on, and continue making more content, but not a dollar more, they absolutely would. Why? For the love of the game. Ironically, I think this approach will make them far more successful than any modern MMORPG developed by competing AAA studios. If AoC makes it out the door, I wouldn't be surprised if it became a pop culture icon much like WoW did in its glory days. Time will tell.
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I've read several posts about "balancing" casual vs hardcore players and whether AoC will be a worthwhile game to play without a huge time investment. I want to add my voice to this group of people. I really dislike the term "casual" because it implies apathy or an unwillingness to invest oneself in the game. If you didn't catch my drift earlier, that couldn't be further from the truth. I want this game to succeed so badly. For me, the difference between myself and a hardcore player boils down to a matter of free time.
Here's my reality. I'm in my 30s, have a wife, kids, and work full time. As much as I'd love to play a game 10+ hours a day, I simply can't. Even playing 2-3 hours a day a few times a week can be unrealistic. So, when I hear it will take roughly 45 days of playing 4-6 hours per day to reach max level... it's disheartening. That means if I don't abandon all my family responsibilities, I'll get there in 4-5 months. Oof. So much for alts.
I've read/heard many assurances that casual players will have a place in AoC, but we'll really only know after the game is released. I can see the responses already. "AoC isn't meant to be easy", "not everyone can be a winner", and so on. I couldn't agree more with those core tenants such as risk vs reward preached by Steven and others. However, I'm concerned about things going too far to the extreme. There's a real danger, and history would agree, in making things too exclusive and creating systems that compels the average Joe to make unhealthy RL tradeoffs in the pursuit of in-game rewards.
In an interview, Steven said something along the lines of, "People interested in something like AoC are a niche audience belonging to an 'aging' population". I disagree with that because (a) I don't consider myself among an aging population (although the neighborhood kids might disagree) and (b) there's something fundamentally compelling about the MMORPGs of an era gone by that draw certain people to them regardless of age. It's more about timing, isn't it? To say otherwise would be to claim the genre of MMORPGs will go to the grave with the "neck-bearded basement dwellers" of today. (As an aside, I will never grow a neck beard and despite having a basement, I sleep upstairs in the home I own).
I'd be curious to know if Stephen's claim about the aging demographic of MMORPGers is an assumption or if there is data to support that claim. After all, I believe the reason people are so committed to the vision of this game is because they want to recapture the feeling of awe and wonder they felt when playing a great MMORPG... particularly for the first time. I sense a sentiment within the AoC community that the only people who will enjoy AoC are those already familiar with the genre, and therefore the game should be heavily catered toward said demographic. If such sentiment exists, what a narrow vision! AoC feels like an attempt to restore the genre to its "purity", and I think a duty comes along with that to help those new to the genre experience that "first love" we old timers remember from days gone by. What I'd give to erase my memory of Skyrim just to experience it fresh again...
But think of it! Those of us in our 30s and 40s grew up at a time technology was just beginning to be sufficient enough to make MMOs possible. Our generation is perhaps the only one who truly get what makes an MMORPG so great. AoC is a manifestation of that. Don't let it get lost on a generation. I have no idea what sort of implications, if taken seriously, that might have on the game. I'm just saying, don't discount all the Fortnite players. Most of those kids have no idea they missed out on one of the greatest eras of games during the dawn of DSL.
Steven has said "our game's not going to be for everybody and that's okay". Absolutely agree. AoC won't be everyone's cup of tea. However, it's one thing to discover an awesome, fun, satisfying game, and another to realize you'll have to play the equivalent of a part-time job to remain competitive.
(An aside on competitiveness in the game: I keep hearing AoC isn't meant to be an us-vs-them game and players are rewarded for working together. I predict human nature will fight against this. Competition is fun. Not only that, but sieges, caravans, and the node system will inherently create situations that breed competition, intrigue, and backstabbing. This game will not be all rainbows and unicorns while frolicking around holding hands. Friendships will end. Metas (meti?) will matter. Groups will form for no other reason than to lay siege to a node and pull someone off their throne, literally and figuratively. As long as systems exist that allow players to compete, maintaining a competitive advantage will be a necessity to stay relevant. Yes, I think this is amazing.)
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Wow, this post is long-winded (oops, I wrote an essay!). Hopefully that won’t dissuade too many from reading this because I feel passionate about what I've said.
I'm not begging for handouts. I don't want the game to be easy. I don't want to take away from the success of others. But I do hope version 1.0 of AoC takes a holistic approach to gameplay. I want to be a dedicated player, totally immerse myself in Verra, and achieve a great many things... but not at the expense of being a dedicated husband, father, friend, and coworker. Actually, friends might be expendable... you get the point.