So the hard-modes of PvE and PvP are difficult, which is what you're looking for (And you apparently enjoy enough to keep playing and debating the game online), what does it matter how easy the easy-modes are?
Your argument is the equivalent of saying "Hard mode of this game is great, but there's an easy mode too, THIS GAME SUCKS!"
There's no interest value in the game. There nothing for anyone to pick up. It's just one of those pleasant comfortable things to look at passing by somewhere but it's not something you want to be doing for a video game your supposed to play for hours and hours.
sometimes it's so stale and pointless that it's a self deception thinking it's still interesting. Trying to defend that there's nothing wrong with the game has proven mentally unproductive for me.
It's one of those things that's like "oh ok, that's great", but it's not really something we want to feel for addicting video games.
Last edited by Philosopino; 2014-08-22 at 07:01 PM.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Fail to see what this thread is about.
Both LoL and WoW is exactly the same. Easy to pick up, and difficult to master. The communities are just as toxic too....
I don't see anything wrong with what he says in that post he made. WoW has a strong PVE focus and it has millions of players so yea the chances are that you have to design things for a players who aren't that great. LoL is pvp focused so its difficulty comes from the players. LoL you don't have to worry as much. On top of which they are 2 different games. Had he gone to another MMO, then we're talking about something different.
My grandma actually does play wow, and not the "logs in to play with pets" she has 5 90s and does lfr/ flex weekly :|
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
This game started bleeding subscribers when they started trying to please everyone (which is impossible btw). It worked better when blizzard picked a demographic (raiders) and designed 90% of content for that demographic. Being a raider was the carrot on a stick for new players and the game had a clear progression path. Now it's "World of Sandbox Do Whatever You Like Best-Craft" and it's a mile wide and an inch deep.
Every time the devs design something they have to consider whether the crybabies who flatly refuse to pvp will be able to manage it. for example, the achievements for childrens' week are perfect examples. something straightforward as "do a normal bg objective with your orphan out" becomes: OMG WHY IS BLIZZARD FORCING ME TO PVP THIS IS SO SHITTY IM CANCELING MY SUB.
Point is: the game had a successful trajectory right up until the time they started catering to EVERYONE and telling everyone to play however they wanted and don't worry about what other people are doing. It took away the desire to get better, the carrot on a stick that keeps us playing, so we can actually achieve something.
The game has been bleeding subscribers since day 1. What changed is that the balance between new subs joining and existing subs leaving shifted. It was always a leaky bucket.
The notion that pleasing the top players would stop the bleed was effectively disproved by Cataclysm. GC's statements (and others from Blizzard) tell us what their internal data must have shown -- people would step out rather than step up. The experience in other "hard" MMOs confirms this. This clearly disappointed GC, which makes his statements all the more believable. He didn't want it to be true.
You may be right, though. Blizzard has put too much emphasis on pleasing the top players. The game might be better off if the top raid modes (and rated PvP) were simply removed. Sure, the top players would leave, but the lesser players might very well have a better time. And those lesser players dominate the potential subscriber pool.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
This made me laugh for reasons I will not post here.
It is true but I also understand that most people posting in this thread are probably students and not professionals so....*shrug*. You'll figure out what is and what is not appropriate behavior when the time comes.
9/9 gold isn't all that challenging.How's your 9/9 gold and HM garrosh kill going?
Last edited by Celista; 2014-08-22 at 07:22 PM.
Number of players has nothing to do with the targeted demographics. WoW makes a lot of design decisions targeted at making sure everyone can do everything in the game except for Mythic raiding. LoL on the other hand focuses purely on just being fun to play.
WoW overall is more limited in what it can do because it tries to cater to a specific demographic where LoL doesn't. It can basically do whatever it wants in the name of fun and run no risk. Part of it is because it's F2P though.
edutL Blizzard needs the raiders as they're the ones driving the community and form the knowledge base of the game and are often the most devout fans, but they need to make sure the grandmas are happy too as the super casual grandmas playing with their grandkids type of games make up the bulk of the sub money. They end up in a tricky spot of trying to balance super accessibility with compelling gaming.
OMG
"Show me on the doll what ghostcrawler did"
Some of the comments in that thread.... good read.