Originally Posted by
User201109011315
I'll save both of us a lot of effort and just say you changed the textbook definition of spoiler to mean something completely different.
Anyway, as I pointed out, MMORPGs use their vision or design-philosophy to inform every feature they implement. A game like Guild Wars 2 has extensive commentaries by the developers about how they hope to revolutionise the way people do quests and the way the world responds to player's choices. According to the video commentaries i say, the developers think the way MMOs deliver stories is too artificial and "the game doesn't care that players are there". It is their vision that guides their hand to implement dynamic quest chains which respond to player's actions on a macroscopic level.
In TERA, the developers were bored with the current MMO trend of "playing the UI instead of the game" so this vision informed their decision to create a combat system where players focussed on the center of the screen where the action is.
In ArcheAge, the developers believe players should have freedom to create as well as consume. This vision informs their decisions to implement features such as persistent housing, cities, villages, and crops; all of which are player-created.
All I have ever heard from Yoshi is some vague allusion to this "conductor approach" and something about him wanting to make the game "less grindy".
Do you understand yet? I'm not trying to argue, I'm just trying to help explain the thread to you so you stop going off on irrelevant tangents about spoilers.