
Originally Posted by
Gredival
No, the reason why MMOs went astray is precisely because we stopped gatekeeping. We should be graded on a strict bell curve. You don't earn things by fulfilling the bare minimum requirement (beating the boss); you earn them according to how much better you are than everyone else at doing that minimum requirement (out-camping everyone for the boss). If that means you never get rewarded that means you were inadequate.
The idea that someone "deserves" anything in game is precisely what leads to justifications for shortcuts. It's how you open a Pandora's Box. The drive to make content accessible creates a reduction of a high daily hour requirement to "causal-friendly" content of short dailies plus weeklies on the weekend. After that, you start to allow a "little" P2W in here and there - it's fine as long as its just skipping "repetitive" and "easy" content.
The line has to be drawn somewhere. Logically and practically speaking, the best way is to tier access to content/rewards according to the ability/willingness to do that with the hardest and most exclusive content giving the best rewards.
In the past, the only way for a game to turn a profit was to have the most players and to keep them all subscribed. The charitable interpretation is that a game had to deliver the best experience to retain customers over competition. The realistic take is that games were designed to be skinner boxes -- intensely repetitive grinds, but packaged in an addictive package that would keep you hooked month to month. And in FFXI, part of what kept the progression slow was everyone higher up on the ladder than you kicking you off as you tried to scramble up.
Value is determined by both utility AND rarity. No one gives a shit about rare items that are useless (Spleunker's Hat). On the reverse side a drop that everyone has is also not worth much, even if it's good. It gets taken for granted and becomes virtually valueless (e.g. Walahra Turban on ToAU release). This isn't based on video games, it's simple economics. Water is more essential to life than nearly anything else, but it's cheap because the supply is near infinite (we pay for the delivery infrastructure or the processing -- not the product). Comparatively diamonds and gold are expensive because they are rare and because we consider them valuable (in this case for beauty rather than stats) even if they don't have any inherent benefit.
No one plays for content. They play to collect pixels because we are/were in a skinner box. We are seeking that chemically stimulated euphoria we get from mastering certain tasks and being given treats for that mastery. Which means there is incentive as a matter of fact to make the treats harder to get. Once you can admit that, it's very readily apparent that Kings were the absolute best end game system.
First, the zero-sum competition for gear increased the enjoyment in two ways. Drops cater to our natural and biological drive to derive satisfaction from more difficult and arduous tasks. Virtually all cultures in all time periods laud figures who "accomplish" something in the face of adversity. MMOs hijack this brain chemistry by using artificial difficulty to feed our sense of accomplishment, which is why we can say "worth it" if we "win" by beating simple loot table RNG. That gets amped up ten-fold in competitive PvE because of the dopamine from winning at the exclusion of someone else as they compete for a limited resource. Thus, high value gear that takes a lot of effort and skill to acquire is best accomplished through the zero-sum nature of Kings claims wherein there is direct competition between the player base (further inhibited by drop rates). It drives the player base to work harder to top each other, it increases the value of accomplishments and thus the "fun." World spawns make it so that the skinner box becomes a competition between you and the other rats vs. a skinner box where we all run our own individual treadmills and race to see who gets lucky with the lever mechanism first.
Second, Kings (and other World Spawns) were the best balance for how XI content was structured. In WoW, they were used to new level caps, obsoleted gear, etc. and it mattered less because new expansions and dramatic upheavals were expected and regular and because these updates and expansions came very fast. XI was different. New content came out slower, and because it took so long to get things they had near infinite shelf life. New gear in FF was always a balance of side grades and situational gear. They obsoleted gear, but rarely anything that was "terminal" content for an expansion. For example they obsoleted the BiS Optical Hat, but they left Byakko's Haidate and Adaberk without equal for years. They released Homam but only for jobs that didn't get Haidate. A specific balance that didn't obsolete accomplishments and effort.
Third, exclusion is good on principle. It is key to distinguishing players from one another. Deviating from this mindset is exactly what ruined MMOs. People start with the assumption that every piece of gear should be accessible to them. We should start from the presumption that your gear should be limited by how far the pyramid you climb up and that most players should and will probably be unable to reach the top. Everyone should get to play how they want; people shouldn't have to do HNMs if they don't want to. But that doesn't mean they are entitled to rewards from content they cannot or will not do, nor should the game be changed to remove such content because the majority cannot/will not do it. You can't have everyone be the best at a game and have all the best gear. Just like there's no shame in not going to Harvard, there is no shame in not being the top of an MMO… unless you yourself value being at the top. And the fact that so many people obviously DID have a problem not being at the top, that shows how important progression actually is to MMO. It was explicitly stated when Relics were introduced that the intention was for these to be exceedingly rare and for most players to not have one. Instead of accepting this, players complained that the concept was flawed. It wasn't "I guess this content isn't for me" it's that "This content shouldn't exist because this means some people will get something that I never will." People should not get rewards without accomplishing whatever prerequisite tasks are attached to them. I feel if you make these choices not to participate, you should live without getting those rewards. You shouldn't get a D-Ring because you feel entitled to one and you think it's stupid that you have to compete against 50-100 people everyday for years to get one. Instead now the mantra of design is to give everyone everything, and make everything accessible, because that way you make the majority of players (who are by definition average) happy. After you remove the effort and skill gates, it's only a matter of time before money becomes an alternate. That is precisely how MMOs, and the genre as a whole, died.
To point out what's going wrong and why it's wrong. Things are not owed positivity and support just because.
The whole point of a private server is the fact that Abyssea ruined the game and to go back to a better time. The temptation is great to add QOL changes while doing this, but the community needs to understand how and why Abyssea ruined the game to understand what QOL changes are acceptable and what are just a slippery slope that leads to the plague of casualization that happened with Abyssea. We need to know what's good for us, even if it's not what we want.