You know, when I started playing MMO's, it was with EQ1 and, truth be told, the combat was amazingly simplistic, you hit attack, maybe used an ability here and there, as they came up, it was slow paced, You had to wait for the pullers to bring the mob to the group, you had to stop and rest, allow the casters to get back mana, all the fast paced words said were macro's, often linked to spells or abilities, so people would know what was going on.
and then, we chatted while inbetween things.
Now I hear people talking about how much a challenge old games where, and truth be told, they weren't. a solid 3 person group in EQ1, and you could pretty much go anywhere with minimal issues. Sure, there were raid bosses, or world bosses, but, some guilds beat those bosses by sheer numbers, and that worked, Zerg Rushing dragons and gods, was a viable tactic if you had enough people.
Today, I see people talk about rotations, skill stacking, and it's much faster paced, with the expectation that you will be playing With Voice while on Discord, and yet I see people talk of needing Challenge.
Where does this come from?
Honestly, I play a game for fun. I enjoy the journey, and I enjoy the rewards, but, I don't get this whole idea that these games are not challenging enough, as they seem to gotten overall more challenging.
So, what is with this urge? Like do people not have enough normal frustration and trial in their everyday life, that need to add frustration to their game time? Or is something else?
Also, what exactly is challenge to you?
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Comments
The first camp usually talks about challenging content for two reasons:
- To keep players in their game (and paying) longer by ramping up the difficulty and counting on players failing repeatedly and not wanting to quit until they beat the encounter. That includes various forms of lazy game development, with extra difficulty being used as additional "content".
- The e-sports companies who see it simply as another way to squeeze additional $$$ out of players by pushing games away from art and entertainment toward "sport" (which they definitely are not).
If you look at it from the players' point of view, you can pick any of the following general motivations:- People who need challenges and risks all the time, for whom content without high risk of failure would not have any appeal. They probably seek this kind of thrill in all parts of their lives, games included.
- Analytical people, whose enjoyment comes from understanding the challenge in minute detail and devising a way to overcome it. Various theory crafters, for example, trying to come up with the best possible builds.
- People who generally fail in real life and seek to substitute lack of real life achievement for game achievements.
- People with some form of disorder, for example those on the autism spectrum, for whom this kind of content may satisfy their intense and focused interest in a specific issue (often not understandable to others) and provide repetitive and well-defined stimulation.
These are a few that come to my mind - could be more, but those are probably more obscure reasons. For most of such players it would probably be a combination of several of these categories.Also, some form of challenge is needed in any game, otherwise they would be little more than simple interactive stories. It keeps the game exciting. Nobody would enjoy a game where all you have to do is to press the 'I Win' button. But when challenges become the sole purpose or glorified to an unhealthy degree, that's when it can become problematic, as it often resonates with our psychological and social dimension and issues and can amplify them.
If you're not among such players, chances are you take your games as entertainment and not as a job, thrill dispensary, sport or substitute for real life accomplishments and thus you won't dwell too much on these arbitrary challenges. Myself I am in the same boat, I game for fun and entertainment and couldn't care less about challenging content. I have enough of it outside of the games.
And finally to lighten up the mood:
Many frustrations and trials of everyday life can not be easily dispatched, and some are unassailable. Perhaps the difficult but possible challenges in games act as a surrogate for their resolution, easing the burdens of what can't be resolved by overcoming what can in their stead.
Challenge to me is that I find challenging.
Imho it's kind of similar situation with games: The activities we're asked to do are in themselves usually boring. But if you add challenge they become fun.
But when you're feeling good and have some energy, then you're more likely to see if you could tackle that difficult challenge.
I've never stopped thinking about that line..
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Modern MMOs do a good job of making the mundane fights that everyone has to go through easy, That's just good design since you have a general population of players with a wide range of capabilities that all need to complete that generic, overland, content.
Even in ESO which IMO, makes the overland grind and quest mobs too easy, I still routinely see some players struggling and dying in content most of us could do with eyes closed.
A well designed game should have a range from very easy to very hard with the very hard content segregated in a way -- instances, areas of a zone, whole hard zones... whatever -- that you need to actively choose to participate in it.
The worst kind of MMO design is when they try to make even the mundane content challenging. Some players - a whole lot of them - are in MMOs primarily to socialize, RP or decorate their homes. Those players who may not be the most savy or efficient killers also need to be catered to with the quest content they all also need to get through to level up.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
As someone that still play classic TBC its obvious that some designs are problematic. People don't do heroic blood furnace because its so absurdly scaled that you need multiple CC to do it. First runs of heroic shattered halls, you always brought a mage.
In raids, for ssc they brought back the first iteration of lady vashj, and without proper setups and using cheezy items you weren't killing her. In Tk you had kael'thas which is a dps race in phase 3. A huge amount of guild became stopped at 8/10 in p2 until the nerf, which pretty much ruined all challenge.
For p3, you had the easy mount hyjal and black temple, and people sort of complained about lack of challenge.
In p5, sunwell. Brutallus is a dps race and without setups you fail. Muru is both a composition and an execution fight. My guild struggled with twin eredar because we only had one restoration shaman, with more restoration shamans the fight is about one person hit by conflageration not wiping the raid.
Whenever there are challenges, the player base goes to hell and back trying to find the simplest way to beat the challenge. If developers make something that is truly difficult, people will stack composition to favor them, they will copy the cheeziest strategies, they will use all items possible in the game just to stack the odds in their favor.
There are execution fights but a lot of the issues with mmorpg challenges is that it often comes from rpg elements where you have to bring the correct composition to even have a chance, after that it becomes about execution.
To me, the right level of PVE challenge is that players should usually win unless going out of their way to take on something very hard, but should nearly always have a realistic chance of failure. You should have to pay attention to what you're doing in order to win. And furthermore, there should be some variety, so that if you try to do the same thing everywhere, no matter what it is, it will tend to fail in some places and force you to adjust your build or strategy or something in order to win.
Challenging content doesn't mean that a large fraction of players should get stuck and be unable to progress. If 95% of dungeon runs successfully clear the dungeon, excluding failures because people left and you were shorthanded, that's fine. Especially if the remaining 5% can mostly adjust, try again, and succeed. And the few who were just plain bad at the game can gain some levels, come back, and clear it.
Too many games seem to have the PVE difficulty scaled such that the main way to fail is if you get huge lag spikes or disconnected from the server, or something else in real-life abruptly pulls you away from the game and you can't pause it. If playing recklessly or otherwise badly basically never causes you to fail, then that's too easy, and that's boring.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Legit, I don't see people getting all flex about getting better at Candyland.
It's a game, unless it is a E-Sport game, that you can legit make money off of, it will not give you any serviceable real life skills. You play it for the sheer fun of it, nothing more.
So again, I don't see the obsession with needing more and more challenge.
To give a fine example of this. It's not a challenge to make PB&J sandwich, but it can be fun, enjoyable, and very rewarding to do so.
So, I am just talking about Challenge Part, is the question, nothing else.
As never in my life, as I was making myself a sandwich did I ever say "Making this harder would be so much better"