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  1. #1
    Player Mindiori's Avatar
    Join Date
    Jul 2016
    Posts
    163
    Character
    Reika Hanehara
    World
    Ragnarok
    Main Class
    Archer Lv 70
    Over-ease of accessibility and completion deletes reason, investment potential and value of long term participation. Not a difficult concept to understand, nor one requiring a dissertation.

    Ageing MMO's have frequently been subject to the simplification and accessibility routine. Obviously the sentiment is, that as the game ages and appeal dwindles, the financially lucrative thing to do is to bait more new players to gain extra from the established world and content. There simply isn't the same interest in the opposite; driving new and innovative substance for veterans - because it requires more from the team to achieve comparitively, with the element of time.

    Ultimately however, the newer players remaining interested isn't simply based around catching up. They also thrive on knowing that reaching the end goal is worthwhile and that becoming a long term player themselves, is an achievement marked by the entire playerbase. There are certainly those who simply want to skip everything. But their duration of interest will be small; as will their concern for staying in the world, if it is all overly trivial and simple. Ergo, a difficult balance for developers to get right and one that they commonly fail on; ultimately pleasing no-one.

    If being anything than 'end game' mattered to the majority of aspiring players; and the world was more of an appreciated entirety; that would be less of a problem. As we have seen however, skipping opportunities are used liberally. The story and even the learning curve/effort altogether is bypassed given chance. A problem with people themselves that can't be amended without hard restrictions on the game and the removal of the accessibility.

    In summation; I find almost all argumentation for lessening of challenge or difficulty in the name of accessibility rather asinine. Even though human beings are selfish, fickle and pursue the path of least resistence - all people benefit from difficulty of achievement as it is a factor of respect, appreciation and sense of fulfilment. Ironically the very reason people want to skip to join the top tier, is because they believe it to be the 'value'. How sad then, that by rendering the journey so effortless they in turn destroy it.

    Ofcourse compromise can be found. I remain confident however that most champions of accessibility care for little but themselves, paying no mind to the perspectives and reasoning of those who enjoy challenge. That in itself should tell you enough about their real virtue.
    (5)
    Last edited by Mindiori; 04-28-2020 at 01:35 AM.

  2. #2
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mindiori View Post
    Over-ease of accessibility and completion deletes reason, investment potential and value of long term participation. Not a difficult concept to understand, nor one requiring a dissertation.
    That is a valid way to look at it. However, what I want to point out is that 'completion' within itself defeats reason. There is no reason in pursuing anything further beyond its completion. One could argue that increased accessibility affects investment potential and long term participation, but that is not the argument you are making. You are saying it outright deletes it, which I couldn't find to be more untrue. These values are set by the player based on what the game has to offer over the course of time that player invests into the game. If you feel it deletes it, then why are you investing anything?

    Ageing MMO's have frequently been subject to the simplification and accessibility routine. Obviously the sentiment is, that as the game ages and appeal dwindles, the financially lucrative thing to do is to bait more new players to gain extra from the established world and content. There simply isn't the same interest in the opposite; driving new and innovative substance for veterans - because it requires more from the team to achieve comparitively, with the element of time.

    Ultimately however, the newer players remaining interested isn't simply based around catching up. They also thrive on knowing that reaching the end goal is worthwhile and that becoming a long term player themselves, is an achievement marked by the entire playerbase. There are certainly those who simply want to skip everything. But their duration of interest will be small; as will their concern for staying in the world, if it is all overly trivial and simple. Ergo, a difficult balance for developers to get right and one that they commonly fail on; ultimately pleasing no-one.
    It sounds like you understand perfectly the business perspective of the matter. However, the devs did not choose the lose/lose scenario. If they did, the game's current appeal to the lowest common denominator would not exist, which is the strongest case I see being made here. I am of a like-mind though, because when I am forced with a win/lose situation that cannot be made into a win/win, I default to lose/lose to be fair to everyone. This is likely not an option for the dev team though.

    If being anything than 'end game' mattered to the majority of aspiring players; and the world was more of an appreciated entirety; that would be less of a problem. As we have seen however, skipping opportunities are used liberally. The story and even the learning curve/effort altogether is bypassed given chance. A problem with people themselves that can't be amended without hard restrictions on the game and the removal of the accessibility.
    It's just the customization to instant-gratification that most westerners have. That's really all that is. This is not a new problem, nor one I find that has been exacerbated by accessibility and simplification. It has simply grown in proportion to the game and the playerbase. You said it yourself, "ageing mmos". It's not really something that can be avoided. The devs either have to adapt or accept a faster mortality rate for their mmo. The same applies to the veterans and their sub status.

    In summation; I find almost all argumentation for lessening of challenge or difficulty in the name of accessibility rather asinine. Even though human beings are selfish, fickle and pursue the path of least resistence - all people benefit from difficulty of achievement as it is a factor of respect, appreciation and sense of fulfilment. Ironically the very reason people want to skip to join the top tier, is because they believe it to be the 'value'. How sad then, that by rendering the journey so effortless they in turn destroy it.

    Ofcourse compromise can be found. I remain confident however that most champions of accessibility care for little but themselves, paying no mind to the perspectives and reasoning of those who enjoy challenge. That in itself should tell you enough about their real virtue.
    And I still remain confident that I see a faction of players who desire exclusivity not for the health of the game, but their own purposes. Who instead of choosing to adapt and/or roll with the punches would much rather perpetuate the inaccessibility for whatever reason they find fit. It could be greed, nostalgic, stubborn, but all still just as selfish as those seeking the fastest means to an end. If you are of the mindset that the journey is greater than reaching the destination, and have more self-control as to not succumb to instant-gratification, then the game totally allows you to go at your own pace, and you can find ways to reward yourself in the game. As an example, you can hold off on a glamour plate you've designed until after you've met a goal you've set for yourself. I wonder how many players actually do things like that.

    In any case, I get it. Believe me I do. It has to be understood though that even though the longtime subscribers and true veterans of the game are the most deserving of content filled with challenge and substance, they are also the game's unicorns. There just isn't enough of them to sustain the game.
    (2)