
Originally Posted by
Amarande
In other words, especially because of the teamwork and communication matters, the moment we found out we weren't going to have that 9-5 office job with lots of reliable evening time for guilds/statics, it was time to just respectfully bow out of the MMO genre, or to accept that all we deserve is tourist level content (unsync counts in most cases, as except for a few particularly tricky 1-2 xpac old Savage fights, unsync EX/Savage fights tend to even make the average DF dungeon look dangerous).
And by attempting to include ourselves in the PUG world (especially when we also go for the siren song of wanting to be able to play on a flexible basis with a network of friends rather than commit to a specific seven), all we're managing to do is ultimately make MMOs in general worse for everyone - because with these handicaps and the demands of difficult content, PUGs really only work well for the extremes, i.e., either when the content is so far below everyone that it's a cake walk anyway, or when everyone is significantly above average personal skill in order to make up for the lack of nakama-no-kizuna in a random team vs. a static that know each other's habits well.
The "entitlement" matter would seem to support this theory as well: older gamers are, I expect, much more likely to support a culture where people deserve to be helped and to get their clears (simply because that's how older RPGs mostly were - if you played long enough - which was largely due to RNG based failures and slow processing times - and didn't give up, you reasonably should expect to get the clear eventually), whereas the modern tendency definitely appears to be to reject this in favor of "sorry, but only some are good enough" and that completionism is not for everyone anymore.