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  1. #10
    Player
    Simaril's Avatar
    Join Date
    Aug 2013
    Posts
    405
    Character
    Simaril Ratbane
    World
    Goblin
    Main Class
    Carpenter Lv 50
    My point was that MMOs existed, and were popularized using that kind of encounter mechanic. Yes, the preperation was part of the encounter, because it was hard work that took time. Did you catch the part where Wizards wait until the boss is at 20% to nuke? No, you don't get to test your Halo or CoD PvP reflexes... you get to be part of a team in a very strategic role... and if you're selfish everyone dies. Oh yeah, and you LOSE xp when you die... and this is a lv 52 instance... I think on another boss - Nagafen - you couldn't do it if you were 53. Obviously, this stuff goes way beyon the orginal arguement that there's too much dancing in FFXIV... but the expectation for MMOs has gone in a really sad (and bizarre) direction.


    I want to play chess. You want to play paintball.



    From wikipedia on mmorpg:
    "Finally, MMORPGs as defined today began with Meridian 59 in 1996, innovative both in its scope and in offering first-person 3D graphics, with The Realm Online appearing nearly simultaneously.[16] Ultima Online, released in 1997, is often credited with first popularizing the genre,[16] though more mainstream attention was garnered by 1999's EverQuest and Asheron's Call in the West[16] and 1996's Nexus: The Kingdom of the Winds in South Korea."

    These games rarely employed the dancing that has somehow become the main... or only feature of raiding today. IMO those games were more engaging in many ways. The model since WoW has been square dancing in instances, and then a patch with more square dancing filled instances!
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    Last edited by Simaril; 02-26-2014 at 04:22 AM.