I kind of miss being able to impact other players and impacted by them. You don't get buffs, saving heals or rezzes often. Even the bad things like being trained or blown up by trick chest.
Seems like player interactions take a back seat to the streamlining of progression. You can do almost nothing to or for other players. I guess a lot of people just want to avoid assholes.
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Whether you choose to call them player interactions or not, they are. If the team doesn't work, it wipes repeatedly until the team does work.
Also in Suramar City (WOW world content) I rezzed a player several times who had gotten themselves into trouble.
So while it's true that a lot of shitty interactions were removed, the good interactions still happen.
Are you comments even based on any actual real games and/or recent gaming experience, or are you just completely fabricating the entire thread?
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
I was talking more about general interactions between players good or bad just cooping in the world. Things you can't control.
"-Tasks that may be boring, but are stimulating through rewards."
My biggest pet peeve wit this genre.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
My Suramar example was world content where I found a random corpse (didn't even see them die and their corpse was released so I wasn't even sure they were online) and tried reviving it and it worked.
All world content in WOW is generally shared nowadays, so I constantly have players pulling mobs to me as my protection Paladin which lets us both kill things faster. When I do this to other players' tanks as a DPS I toss them heals afterward to top them off as thanks for helping us both tear through content faster.
Also you can't simply ignore grouping. Just because players choose to interact with one another that doesn't mean they aren't interacting. They're interacting. It's interaction.
You can't just ignore the parts of reality that don't help you fabricate an imaginary story that you want to believe.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
We never did leave that town but stayed there almost our whole game lives playing for everyone.
I still miss that cantina in some hole-in-the-wall town.
Is that the kind of stuff you mean?
**edit for spelling
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Again, the reality is that even when you have your reality-blinders on, your thread is baseless because I've described just a few of the many ways players still interact with one another in modern MMORPGs. Without your reality-blinders, it rings that much more false.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Must say Ents & Doc mechanics I really enjoyed. I didn't play one myself I was a combat medic, but the whole play style revolving around just buffing the combatants.
What you're talking about is either finite interactions or task-built group based content. Neither of those being the subject of the thread or a prevalent part of the interactivity of open world collaborative gameplay.
The part you do suggest in relation to things (rezzing someone, assisting with a mob, healing someone) is much more applicable, but you providing anecdote of "But I did X" does not serve as evidence of such behavior being a commonplace element. It is simply that, anecdotal.
Don't accuse others of wearing "reality blinders" if you're actively employing use of them yourself. Take a moment to consider where your argument is failing to address the topic and is instead a tangent.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
One of the best guilds I have ever been a part of was in WoW. Started back in 2004.
Not many of us play anymore but we are still friends. To this day we still travel to visit with each other. I haven't made friends like that in years! Life long friends that I would never have met if it had not been for WoW!
But if you want to continue to tell me what my topic in my own thread is about go ahead lol.
Some if my bitter enemies from UO became friends down the line.
The stability of that behavior is entirely hinged upon the flow of content in a game like WoW though because once people have participated in the world events, the inclination to interact with others to complete said events again diminishes because they have already been rewarded for the scripted content.
IE, unless the devs themselves keep adding events to the space to push emphasis onto that play style, it's not sustainable.
GW2 as a separate example with it's living story and repeatable zone events coupled with level scaling players in zones possibly comes closest to a modern stable rendition of that kind of behavior, but you'll also notice that in that instance the activity moves with the living story, and it not sustained in the game world as a whole even there.
The games just don't support the basics of the player interaction because there is no extended reason to it. In Archeage you at least have the PvP, but that does not really tie well into anything other than territory control and pack stealing, so for the most part it devolves into griefing more than any other type of activity.
You need a game built for the sustainability of open gameplay, which means supporting the interaction between players with variety in options and consequences. That's not something that the world activities in games like WoW provide with the only instances of such being the scripted world events, which is more of a one-and-done activity than an ongoing one.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
Additionally, there are emissary quest clusters that award additional gold and items with the potential for a legendary piece of gear when you complete either 4 quests in a specific zone or 4 quests throughout the new region that are associated with the particular faction.
Personally i prefer friendly interaction over pvp any day and all day.I like to see players work together to overcome a problem or to take down some baddie.However i detest simpleton game designs that simply create non related dungeons just for the sake of creating a RAID scenario,that type of interaction i am not interested in to say the least.I want ALL interaction to have some real meaning and not just to kill some Boss for loot.
Never forget 3 mile Island and never trust a government official or company spokesman.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
Even the gear you get for the rewards are going to not be worth as much as if you flip off to something else such as a raid to up your gear level.
Having just as many to do means nothing if the rewards are moot. I again already addressed this.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin