Originally Posted by
Serenais
The thing is, a well designed game is fun throughout all of its playtime; if the game fails at being fun most to all of the time, and is fun only when the player succeeds, we get to a game that is unnecessarily punishing. To give an example, I personally have fun raiding, wipes nonwithstanding. It can be ruined, however, even if the raid effectivelly succeeds at downing the bosses, if certain conditions are breached (ie. I can't play the role I like, I am forced to go against my better judgement without explanation, the atmosphere among players is generally hostile, etc.). If the game separates fun parts with parts that are PER DESIGN not fun, the game designer should not be surprised that players have a tendency to skip those parts.