[MUD-Dev2] Reasons for Play [was: City of Heroes tangent]
cruise
cruise at casual-tempest.net
Mon Mar 19 11:12:27 CET 2007
Thus spake Michael Hartman...
> The presence of a levelling grind badly exposes the lack of variety in
> gameplay in CoX. Grinding out your 400th warehouse mission in a row is a
> lot more glaring of a problem when it is what you have to do in order to
> make that next level. Pursuit of badges and completion of task
> forces/strike forces would be a more rewarding element of the game if
> you didn't have to worry about grinding xp.
I think this is the reason we disagree, and is something many MMOG's
have lost sight of.
I'm not playing through my 4000th (no typo :) warehouse mission for that
next level.
I'm playing through it because it's fun. The actual activity involved in
"subduing" the various opponents is, for me, inherently enjoyable. I
couldn't care less about the XP. I still play my maxed level 50 in
simple zone sweeping. Purely because it's fun, even after 3+ years.
I'm not motivated by achievements; goals do not make me play if the
activity required to achieve them is uninteresting.
Players have become trained in CRPG's to treat the reward as the reason
for playing. There was a thread recently on the CoX boards asking for an
XP boost for a certain class of enemy, because fighting them is (and I
do agree here) somewhat dull, and they're being ignored.
Surely the correct reaction should be to want the fight to be interesting?
Current games are focused entirely on the rewards, without making the
actual gameplay itself satisfying, and players are now apparently
educated to expect this type of game.
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