Originally Posted by
SaucyThighs
Yes challenge should be a voluntary choice... but if you have to do solo content for any reason, that choice of challenge isn't there. The idea is that challenge is a voluntary choice whether its solo, 5 man, raid, pvp. That also benefits the other side of the coin -- now playing solo, doing 5 mans, raiding, and pvp, are all voluntary choices (rather than the condition to play at the level of difficulty you want).
I like that part about Torghast. The thing about Torghast that I would like changed is to have our challenging solo content integrated into the world. I don't mean the powers. Just that, the least fun part of Torghast is that you are literally by yourself in an instance with nothing but baddies to kill... so it doesn't really feel like an MMORPG. Questing out in the world, seeing other people and maybe grouping up, maybe not; affecting the world and stuff is very important.
The challenge of different kinds of players needing different difficulties is its own topic. Ideally everyone would have a game that is tailored to be reasonably around their desired skill and investment level. One game doesn't need to appeal to everyone. WoW doesn't have to appeal to me; maybe another game will.
So let's say the game is tuned for players like me... I definitely do want times in my gameplay cycle where I'm chillin and exploring; talking to ppl in chat. That doesn't to be a specific type of content. There can be a more casual and more challenging form of every type of content, as long as they have the bandwidth to implement it. That's where it starts becoming tiring to try to appeal to everyone.
But it does feel quite awkward or downright unappealing when the type of content you like to do is gated by content you don't like to do. That's when people talk about these "mandatory chores" because it's not really fun gameplay for someone who rather raid but the reward system strongly encourages you do it anyways if you want to succeed at the part of the game you do like.
Low-key content is great... it should just lead to more and more fleshed out low-key content. Then when you are in the mood for low-key you do low-key. When you are in the mood for intense you do intense.
We can accomplish that in the way it always has been... things get progressively more challenging the deeper you get into them. Eventually you can't progress any further, so you go do other content until you get the power to do so. There can be ways that any casual player or casual-mood player can keep progressing towards their goal and gain power as long as they want, but if you are more skilled you can dive further with less gear.
Though then there is the rightful concern that really, the hard-core players are getting more content. And in the way I've described it, they are. That kind of game design is based on the idea of rewarding overcoming challenges, which I like. That's why my vote is there.