DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity?

Lydia Leong lwl at black-knight.org
Tue Jul 19 12:27:20 CEST 2005


On Jul 17,  8:01am, HRose wrote:
> cruise wrote:

>> Why is it that most raids are "high-end content" only? What's
>> wrong with having raid-worthy stuff all the way up?

> The fact is that during the treadmill the players outgrow content
> quickly and the standard incentive to go through the burden of a
> raid (because it's a burden), which is about more powerful "phat
> loot", simply isn't worth the effort.

There's an incredible amount of irony packed into that fact. Players
grind through the early treadmill, often in ways that aren't a lot
of fun, in order to reach the high-end game, which often primarily
consists of raiding, which in turn is a burden to be borne in order
to get phat loot that can be used to do harder raids, which are
still a burden... (There's PvP as well, but again, that gets us to
the issue of players doing a whole lot of grinding in order to get
equipped for the type of play that they're actually interested in.)

"cruise" cites CoH's giant monsters as an example of raid-type
content.  They are, but only kinda -- giant monsters can be taken
down by a group of random heroes without any significant amount of
coordination, and the fights generally last only a few
minutes. Raids in other games typically require large,
well-coordinated groups that are working together for many hours, if
not days. The closest to this that CoH gets is the Hamidon
encounter, which does require coordination but is not instanced and
typically doesn't take more than two or three hours to complete.

Clearly, it's possible to build raid-type content -- i.e.,
challenging content that requires large groups of players -- without
building what's typically thought of as a "raid" today. But it
requires some different design approaches.


	-- Lydia
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