
Originally Posted by
arus2001
Dunno, seemed like a lot of windbagging to me. Shit sucks? Suggest improvements instead of just saying shit sucks.
To cherry pick the instancing comment, he generally ignores why instancing took root relative to older options. Sure, he could imply something of an achievement in surviving an MPK attempt within XI at an HNM, but these games also never really changed the world in result, either. To this day, I can't think of an MMO that's ever gone that far with the closest really just being a glorified capture the flag. He also outright ignores pseudo-instancing hybrids, or "pop" mechanics where things can still be happening in the open world, but not so much subject to spawn timers or luck. The ultimate goal of this is to replace waiting with playing, and with playing should come fun. If he took the time to argue that focusing on instanced content has led to unrewarding and often lacking open world content (hello Rift zone events), then I most certainly would've agreed. But he didn't and instead seems to be subscribing to one of the prejudices he outlined with respect to how much time a player should invest in a game overall. He sounds like he's trying to come from the old school, and with that a belief players should be looking at these games as years of investment. That just isn't going to work anymore due to competition and it isn't any fault of a newbie.
Perhaps I should look at it as a greater rant against instant gratification, which is a buzz word frequently misapplied when people talk MMOs and progression, but it really does come down to giving people the means to play now and have fun instead of paying to wait for that fun. Challenge their skill and not just their patience. It also needs to be accepted that not everyone plays MMOs to make friends, but incentives should certainly be there to get people to come together easily and not feel like they wasted their time in doing so. The concept of servers or worlds does need to die, though. Mechanically, I understand their presence, but socially, they do hinder the friend-making process. XIV is abysmal in this respect and is only better than XI here because of the limited DF and PF.
If the attempt is more to say he's sick of clones and is waiting for the next big thing, I fear that isn't going to happen in our current realm of tech. The foundations are there, and were there when shit was text-only. Graphics and sound gussy it up nice, sure. What makes a good game may be subjective, but it also takes more than being a good game to be a popular one. It needs to advertise, and not just on gaming sites. It needs to update and evolve more aggressively than this 3+ month approach that seems to be the standard. It needs to not be just another dungeon runner, but instead get crafting and questing better involved in endgame progression. Shit like perma-death will never be popular for one very simple reason: Lag. That was just another example of him trying to be all pro without cons there, but lag also isn't the only reason. Perhaps the more prevailing issue in the growth of MMOs is pandering to the hardcores. They're the ones generally carrying those prejudices of how things should or shouldn't be. Instead of focusing on that 10-15% of any game's base, I'd be curious to see what would happen if a dev focused on the 85-90%. If one's first thought is "EZ Mode Garbage, that's what!" then I'd say you're part of that prejudicial issue.