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Originally Posted by Lumi
What value is the trophy without the struggle? Do you think someone who wins $10 million from a lottery has as riveting a story to tell as the person who worked up to it from clever business deals? When people get exactly what they think they want, they get complacent and bored and whiny and less motivated to do great things that will be vividly described in later tales.
When the game prods people to try a little harder to achieve the objective, I think they are more appreciative of the time spent when they experience a win.
Nobody reminisces about mundane or easy shit! They always like to talk about the amazing things (even collosal failures!) that happened on the hard stuff. There's something to be said for that. This isn't to say that everything in the game should make a player sweat. But an "easy game" just isn't a game.
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Hey, you won't get any argument from me here. I can tell you stories about losing 3 levels doing Fear breaks and CR runs from EQ1, coordinating 60-odd people through 9 AE's of Quarm, the 52 minute Darathar fight with jousting his hellacious AE (back when he didn't fly off, just randomly healed), etc. I don't mind a hard game, but the hardcore game is a niche market now. You're looking at it from a pure game perspective, when (and unfortunately, I might add), business has to come into perspective. Even in EQ2 with it's ezmode friendly raiding, you're still only looking at a quarter of the population actually playing the end game content, with a quarter of that population actually playing the challenging bleeding edge stuff. WoW is ezmode, and it's not brand name or the Blizzard stamp alone that got it 7 million subscribers. It may have gotten it the first million or two, but word of mouth spread it from there.
Games that are as challenging as you are describing (Lineage, etc) just don't go over well in the US market.
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As far as I can tell, I kept Nagafen's prismatic egg from remaining in Darathar's grasp, I interrupted the meeting of powerful eye monsters in Feerrott, I destroyed the Ewer so it couldn't give sustenance to evil undead forces, and I cleared out Court of Al Afaz to help the little man in the turban find out whatever information he was seeking. I think I'm the hero here after all.
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You and 20,000 others. The suspension of disbelief only goes so far when you have a raid schedule to kill the same nasty bad boss that was hoarding the Qeynos Claymore week after week, and still keeps coming back despite the fact that you valiantly reduced it to draconic ash.
Perhaps I should rephrase my statement. In a good console RPG, you feel as if you (via your character) are changing the world around you. NPC's act different, you get closer to the big bad boss, etc. MMO worlds are, for the most part, static, with all changes coming from the Dev side instead of the player side. The only notable exception to this that I can think of is the awakening of the Sleeper in EQ1, and that was viewed more as a progression cockblock for second teir guilds than a true world-changing event. And even so -- Yelinak still came back after being killed by Kerafyrm, etc.
I don't think, at least not yet, that what you're describing that you want in an MMO is possible. I like your ideas, but I just can't see them as being realistic.