Yet you can first cause people to be interested in learning.
See, for example, the differences between when education does and does not work.
Is it inborn? Are some just inherently and permanently incapable of that desire, and therefore of learning or improvement? If not, see above.Human beings just don't work that way. The desire to learn and improve must come from within.
That's quite a false ultimatum.Try to force it on them and you start generating resentment and hostility.
Yes. Would you agree that it is better to give access to a greater span of difficulty levels?That's why games, especially those trying to reach large audiences, almost always come with some form of difficulty levels to all or part of content.
Let's put it this way:And so forth. There's just different amounts of "stuff" to actually interact with in any of those given modes.
- Content Type A (Battlecraft Leves, let's say) includes elements 1-2.
- Content Type B (Trust dungeons) includes elements 1-4.
- Content Type C (Squadrons, perhaps) includes elements 1-5.
- Content Type D (Guildhests) includes elements 1-3 and 6-7.
- Content Type E (a DF dungeon with no melee, no need for Rescue- or Bard-taxi-ing, and all players mostly follow the same actions as trust NPCs) includes elements 1-8.
- Content Type F (a DF dungeon with no melee and more normal players) includes elements 1-10.
- Content Type G (a DF dungeon, normal, with melee so positioning double matters) includes elements 1-11.
- Content Type H (Bozja/Eureka) includes elements 1-3, 5, and 12.
- Content Type I (PotD/HoH) includes elements 1-3, 5, and 12-13.
The complaint is less that Content Type F, for instance, is too easy so much as just that it its designs are increasingly constrained, wasting much of its potential.
In part that comes from stagnating expectations, such as that everything in content type F must be interchangeably [<trash pack x4, boss> (Repeat x3)].
In other cases it comes from parts of the experience being outright trimmed just because the game couldn't be bothered to teach how it might be used (example: CC, if you haven't joined the game too late to know what that was) -- and thus Content Type G, for instance, is increasingly trimmed until it has only a total of 7 elements' worth of "stuff" available to interact with. That latter point is the main issue:Welcome to the already large graveyard that zero efforts made to facilitate and incentivize player learning, per your suggestions, would only expand further.
- Why have CC when people can't be bothered to learn how to use it? (Don't worry; it's basically gone now.)
- Why have decently interest DPS rotations available to healers if they might overwhelm the bottom 10%? (Don't worry; they're gone now.)
- Why experiment with remotely deep mechanics like Heat Gauge if the lowest-common-denominator won't understand how to utilize them? If things start getting complex, it's not like we can be bothered to write clear tooltips, let alone explain our own mechanics. (Don't worry; they're gone now.)
- Why have synergetic oGCDs when people can't be bothered to learn how they synergize? (Don't worry; they're mostly gone now.)
- Why have choiceful utility if either (A) it takes more work than just what sounds good on a job preview to balance for depth in practice or (B) people might oversimplify instruction into "you only want Balance" anyways? (Don't worry; it's gone now.)
In learning their game? Yes it is. It absolutely is.