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As it concerns MMOs, I would say it is because they stopped being games and started being gimmicks.
When you remove the key aspects of what a game is, you end up with chasing useless rewards that have little meaning and defeat the concept of play.
Also, "game" doesn't just mean "combat" encounters as there are numerous elements of play that are part of the strategy and I think many of those elements were removed over the years due to the demand of "convenience" as well as the inability of developers and many players to recognize that part of the enjoyment in a game is the negatives of an obstacle to which ultimately rewards a positive. Without the negatives, the positive loses its meaning.
I think we all misinterpreted what everyone would want because not everyone was playing. They were pigeon holed into the sports games, back in the day.
Basically when games stopped being half spreadsheet they started being spectacles.
Nope.
Sounds like you are bias and un-objective.
Hard to ignore that so many reviewers out there think so. But based on some posts it seems certain people still live in their own fantasy world on the topic or are just simply blockheads.
Anything else is just flannel.
This is trying way too hard to be EQ. Needs modern improvements to set itself apart while keeping the core experience that is EQ. it can be done.
Glad you caught that. I don't like him as a content creator, and I don't value his opinion.
At the end of the day he is 1 guy with an opinion, you can agree with him, or disagree with him, that's perfectly fine.
I think you are likely right.
Consider console market vs PC (before they essentially merged). Consoles attended to a very specific type of player. Many action oriented, and many of the casual nature.
It made sense how games were designed for consoles due to their market.
MMOs initially were focused on the PC market and naturally design followed suit.
WoW brought in more of the console/mainstream market due to low cost PCs being able to run them and the fact that PCs that could play these games became more common in households.
Once the market began to merge (ie Console games porting to PC rather than only select PC titles porting to console) and most games were first made for console and later ported to PC, that design focus drove the PC game market and ultimately the MMO market.
The fact is, casual/console market is much larger and the original PC market and style was placed on the back burner.
What we have today represents that market and I think you are right, developers catered to that because it was the largest demand and in a business, you go after the larger markets unless you have a very specific goal and business plan to attend to the lesser market.
Unfortunately, the mainstream market has convinced itself that the reason its development focus is served is because it is "better", which is incorrect, it is merely a different focus and style of play to which some may find enjoyable, but to others (myself and others seeking this game), it may defeat the point.
I am? Oh man. I'm killing another something something. I guess I'll add Pantheon to the list of...well everything.
I was making fun of your rhetoric. Take a deep breath and relax. Life is to short to be angry about things you have no interest in.
At last an interesting point.
Now how do you suggest they solve that? Because as far as I know, this is definitely not something anyone can control when making a game.