Now I feel like we're playing a game of semantics so let me clarify; when I say content, I mean anything the game that the player is given and it's functionality and interaction, and the system being something that supplements the content. Even taking your example (where you go to the extreme of lowering it to 10 minutes to significantly change it, again this is something I need to keep pointing out because it really doesn't help bridge anything and just create more rift). The time limit I see it is associated with the dungeon (the content). It's not specific to the dungeon, unless you want to do something like a time attack(which is the aforementioned content under a different mechanic). Or introduce a harder difficulty to dungeons with higher tuned bosses and mechanics(which would then be content utilizing the same system of getting from point A to point B and eliminating bosses).
I'd consider something like dungeon objectives to be the content thats associated with the dungeon, and the functionality of it in general a system. If you can understand that's how I see it, then it's both the system and content that needs addressing, which is what I'm trying to say; We have the system of objectives (even randomized if diadem is anything to look at), but it's incredibly underutilized into a form of content (what kind of objectives do we have, or if we have objectives at all)
There's the thing; if people don't care for things like achievements, glamour then they should not be placing themselves in that content, espesically if said content is party-play. However despite being a sandbox-design, the gme is still fairly lineiar to how you get to that point in the first place, all of which still requires some form of party play and interaction (which honestly is a given in any mmo). If you wanted to make some sort of progression toward anything (whether it be glamour a clear), you have to be able to make that approach to it, even for something like glamour or minion drops in regards to a dungeon.




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