Every single game/mmo rely on a simple formula of incentive. The feeling of starting weak; becoming stronger/ powerful; using and showing that power.
My question is when do you feel accomplished/ empowered in World of Warcraft?
I just wanted to share with you how another franchise following the basic formula of Wow is doing this...and maybe somehow relate and compare to World of Warcraft:
Monster Hunter
In this game you socialize in lobby's and the incentive starts there. Just watching the other players wearing all this sorts of cool and amazing armors makes you want to be like them.
In Monster Hunter armor symbolizes:
-Accomplishment
-Skill
-Look Awesome
-Better Stats
-Unique Abilities
And another beautiful thing about this game is the "endgame cycle":
-"I want to be the best"
-"I am the best"
-"I am going to help new players while looking awesome and get rewards doing it"
Basically what im saying is that even after you accomplished your goals you don't want to quit playing....because you have yet to feel the "feeling of empowerment". And we get this feeling by helping lower levels, showing them how stronger they can become and how cool they can be with endgame gear.
And all this while still getting rewards good enough to make high level gear.
World of Warcraft
In Wow I kinda feel the end game is messed up. Is LFR endgame content? Or is it a "tourist mode"?
It makes more sense to me if LFR is endgame content because the gear look as awesome as anything of harder difficulty. But if its supposed to be a "tourist mode"...then why are we getting epics with tier bonus and cool looking armors? I don't get it. Is the sense of empowerment in item level alone?
I really feel LFR could be used as a tool to get decent rewards at max level while helping the community getting better armor but...the sense of empowerment and reward is missing here.
Hence the question "when do you feel empowered in this game?"