I'm not talking about getting 10% stronger every patch but further the idea that you're always moving forward. I just don't see how you're going to create that with flat content. People will hit 50 have a choice of multiple raids, dungeons, and crafting stuff that we hope are all masterfully designed and that's the game. If you masterfully design vertical progression it can be just as fun. You're falling back too much on the game needing to be great. You just don't like gated content or power creep so you want a game without it, it really doesn't feel like there's more to it than that. What about not having power creep or gated content makes the game good? I don't like power creep or gated content either, but I like it better than the alternative of games that need to play like Korean grindfests to last.
Well of course if one game has more content it will be better but you're just falling back into this 'good games are better' argument again. If you have a horizontal progression game with absolutely nothing to lock people out of content, how will that game last? By simply having 10 times as much content as competitors? You must see how this line of reasoning is a little unrealistic.Effectively, these are the only differences between the two methods that have a strong impact on how we actually play the game. The only other difference is in how it "feels," but I would much rather have a good game with lots of content than a game that provides an illusion of "progress" and has very little relevant or challenging content.
I think it'd be nice if they strive for that too, however people play these games until they die, so I don't know that it's fair to point back and say "People are still playing this online so it must have had lasting power", when you've got people still playing Meridian 57 and things like that. I think the real trick for MMOs is to created a game for less than millions and millions of dollars and slowly grow content and playerbase along these lines. I don't know if a game like what you want can come out and appeal to a niche audience but also have huge AAA levels of content. I don't necessarily disagree with your intent or opinions but mostly your opinions on how they'd be logistically achieved.Lastly, creating good content that people want to play may not be easy, but creating a wealth of good content that players will want to still go back and experience even after new content has been created is something that some would want developers to strive for in an MMO, and many developers aren't even trying. You mentioned you hadn't played Guild Wars, and this was actually one of the best things about that game IMO. The level cap never raised, and equipment never crushed what came before it, and there was lots of content that players could go back and experience from launch day until the latest patch. And not just in a "hey, I'm doing things the retro way like nobody else does any more" like in present day FFXI. Last I played the game two years ago (it's a 2005 game), there were still people playing and doing content from all different time periods in the game's life. That's the type of thing I and some others would like to see developers strive for, a game with lots of content that players want to play that can stand the test of time and not be judged only by its latest patch.


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