Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
The Paradox of Adversity, by Josh Strife Hayes
Balanz
Member, Alpha Two
Posted today by Josh Strife Hayes:
http://youtu.be/Z4Gaz8oxzJ4
A good perspective on what Ashes of Creation seeks to restore, and the risk thereof.
http://youtu.be/Z4Gaz8oxzJ4
A good perspective on what Ashes of Creation seeks to restore, and the risk thereof.
5
Comments
Reward in these games is simply a completion task and even though it can be a pretty decent shared experience with your friends, at the end of the day I play mmo's to build upon my character and what impact I have in that world, I don't want it to end, this is why I feel "end game" among the experienced is brought up so casually.
I very much take solace in games which focus on PvP elements, as it's not only a focus on having a "game state" but it's an avenue for your own personal progression and what you're happy with.
I'm not too fond of Josh because to me, he not only highlights the obvious, which btw, more people would have experience on if they weren't lul'd into playing games for the sake of playing them and "give me a good story!" which to me is the same as reading a book or watching a tv series but also because he unfairly critized older PvP mmo's because of the chance of losing too much progression, which obviously needs to be worked on.
At the end of the day he's a growing streamer, this is a boiling pot topic which garner's views from people who love to go "I know right!" and is education/lore for younger players who are confused and intrigued by the wonders and history of the online gaming genre.
I generally agree with this, even if he is a bit longwinded about it. As NishUK also mentions, it may be a bit obvious to older MMORPG players, but even so, they could benefit from hearing this point driven home again. And new players definitely need to keep this in mind when they make suggestions for Ashes.
Old MMOs did not suffer from this issue. They gave you a world of things to enjoy, each as rewarding as you are good at them, and you did whichever interested you most. Wanted to get rich by merchanting? Great, go do that! Want to skill and craft? No problem. Farm mobs as soon as you log in without any dailies to complete before then? Do you, booboo!
Unfortunately, most modern MMOs do not have this. They do not trust the player to gravitate to the content they enjoy, if it exists at all, instead opting to shove generic tasks down their throats with a metaphoric fire hose. I'm sure there are statistical advantages to this: more player retention if they know which simple tasks to do and get greatly rewarded for completing them, but in the process, the game starts to feel like a job, a shopping list of chores you must go through to play efficiently at the cost of freedom and personal fulfillment.
That's just my two cents.
You don't have to remember the details of the stuff that's easy to accomplish.
Retaining those memories of hard times isn't really why we loved old MMORPGs.
We loved old MMORPGs because they were new. We continue to love them, when we do, because we've invested so much time living in that world. And, nothing much has appeared yet to eradicate the scurge that is endgame.
Better the devil you know.
I also have some very fond memories of WoW from post-WoTLK when they added some of those core features that reduced the need for socialization.
I think they were correct by saying that there is a goldilocks zone of perfection when it comes to game design for MMORPGs.
Either way, I look forward to creating new memories in Verra with you fine folks 😉
Side note: The narrator brings up an interesting point about how one can struggle in the moment, but look back at overcoming adversity fondly. I'd love to hear some examples from you all on moments such as these!
This is exactly how I feel as well. I have faced this last time when I played WoW Shadowlands over a year ago. When I logged in I needed to work this long chore list through, and usually with main alt as well. After that, if I had time left, I could actually play the game. And that alone was enough for me to quit the game 3 months after the launch.
Now, we get to use cosmetics to look like we would in film. Or how we would imagine ourselves in a story.
To get more people to stay longterm, there has to be a way for the story to continue past a month or two.