


That is the flaw of this design. Why are games developed not to be fun anymore?
That'll keep people playing for a long time, not this.
Welcome to the world of MMOs.
It seems to say the exact opposite. In the first minute of the video they explain that developers have to impliment a grind/gate otherwise players will burn through all current content and get bored.
The rest of the video doesnt say anything other than players need more mechanics/content to stop them getting bored, which isnt much of a revelation.
It still remains that grinds/gates exist because there isnt an endless stream of content being created at the same pace that players can go through it.
Yea dude, but pay attention to what they say directly before that. Progression shouldn't be used as a tool to train the players to keep coming back, or not as a means to add more play hours without actually adding content.It seems to say the exact opposite. In the first minute of the video they explain that developers have to impliment a grind/gate otherwise players will burn through all current content and get bored.
The rest of the video doesnt say anything other than players need more mechanics/content to stop them getting bored, which isnt much of a revelation.
It still remains that grinds/gates exist because there isnt an endless stream of content being created at the same pace that players can go through it.
Like you said, there does need to be so gating so that people dont burn through it. But at the same time it shouldn't be there to artificially extend the life of content - which is what SE is doing with the current endgame, and why I decided to start this thread.
There needs to be a happy medium between gating to hold players back, and gating to simply extend play time, and right now I think SE is too far into the latter.
You're contradicting yourself. You agree that content has to be gated, but not for the purpose of extending playtime which is the entire reason for the gate to exist.Yea dude, but pay attention to what they say directly before that. Progression shouldn't be used as a tool to train the players to keep coming back, or not as a means to add more play hours without actually adding content.
Like you said, there does need to be so gating so that people dont burn through it. But at the same time it shouldn't be there to artificially extend the life of content - which is what SE is doing with the current endgame, and why I decided to start this thread.
There needs to be a happy medium between gating to hold players back, and gating to simply extend play time, and right now I think SE is too far into the latter.
No, I'm really not. What i'm saying in the clearest way I can convey this is that gating is a tool with a purpose, that can be 'abused' to make up for short comings. Think of the degree of gating as having an intensity dial instead of like binary switches and you'll see what i'm getting at. You have to find the sweet spot between it serving its purpose and using it as a crutch.
Gating isn't inherently bad. Using it poorly, which I think SE is right now with endgame, is.
Last edited by Omskahn; 08-24-2015 at 12:09 AM.



Okay, the video you posted was about poor progression mechanics that trick players into keep playing like so many mobile games and DLC. What you are talking about is daily and weekly caps that keeps players from burning through content quickly. These gated issue normally last on new content until the next update is released then removed to allow players to catch up. It's not a perfect system but by no means a bad system. The alternative would be to slow the process down so much that players who don't / can't run content 24/7 would be so frustrated in the grind, they would just out right quit.No, I'm really not. What i'm saying in the clearest way I can convey this is that gating is a tool with a purpose, that can be 'abused' to make up for short comings. Think of the degree of gating as having an intensity dial instead of like binary switches and you'll see what i'm getting at. You have to find the sweet spot between it serving its purpose and using it as a crutch.
Gating isn't inherently bad. Using it poorly, which I think SE is right now with endgame, is.
Last edited by Dyvid; 08-24-2015 at 01:23 AM.

The best way to catch a wild hog is to first place corn down. The hog will be wary at first, but it watches other animals come and go eating the corn. Soon the hog wants that corn to itself, and begins to eat it. Then you place 1 wall. Again, the hog will be wary at first, but it will eventually still eat the corn. Place another wall, and then another. At this point the hog due to its own greed has forgotten how to hunt and fend for itself. You place more corn and put up the 4th wall. The hog is in captivity but as long as it is getting fed its corn will quietly produce for its captives without a care in the world. A more direct approach seems faster but in the long run is inefficient and dangerous to the captors. Get the hog dependent on the corn you provide and it will seek out what it needs to do to get more corn and fight for its corn even though you have it in your control.
We are the hogs.
"A wise man speaks because he has something to say. A fool speaks because he has to say something."

Except we're free to go the minute we're dissatisfied with the corn. I don't know about you, but I don't have any walls around me "compelling" me to play this game.
Even without that little flaw, your analogy makes little sense (but I'm just a stupid little hog, so what do I know?)
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