Maybe Dear MMORPG Industry?
Let me start with quoting two other blogs, which I hope will help bring out my closing point(s).
Whew.... with all that quoted out of the way, you might be scratching your head and asking what do these two topics have in common and why am I writing about it? (Even if you didn’t I’m still going to humor myself in thinking someone is going to read or care that I’m writing this.)
In my last post Dear MMORPG, I tried to touch on the infatuation period that is at the beginning of most MMORPG "relationships" which may mask some of the underlying problems that are there from the start (this also covers nerfs to a degree, since a nerf that creates problems in the relationship was already a problem in the first place in the overall game). "Hardcore" games tend to mask these problems longer with their complexity in driving the gamer in finding a way to over come them. I contend that casual games don’t kill hardcore players, it is the standard rock/paper/scissors, level-n-class, item driven systems that kill hardcore players. Casual game features are the flowers everyday that keep the relationship going despite the acknowledgment by the player that there is a problem in the first place. Which is the true reason that hardcore gamers are killed off. Casual games simply offer better relationship (albeit it is still flawed) than the hardcore games do, because while the player knows that it is flawed, they also know that the cost could be worse.
So in closing, maybe "Dear MMORPG" should have been "Dear MMORPG Industry" and written more suited to meet it’s name.
From Jeff Freeman: Tabletop RPG
From Grouchy Gnome: Casual Games Kill Hardcore Gamers
Part of a response that Grouchy Gnome made after other responses:
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Whew.... with all that quoted out of the way, you might be scratching your head and asking what do these two topics have in common and why am I writing about it? (Even if you didn’t I’m still going to humor myself in thinking someone is going to read or care that I’m writing this.)
In my last post Dear MMORPG, I tried to touch on the infatuation period that is at the beginning of most MMORPG "relationships" which may mask some of the underlying problems that are there from the start (this also covers nerfs to a degree, since a nerf that creates problems in the relationship was already a problem in the first place in the overall game). "Hardcore" games tend to mask these problems longer with their complexity in driving the gamer in finding a way to over come them. I contend that casual games don’t kill hardcore players, it is the standard rock/paper/scissors, level-n-class, item driven systems that kill hardcore players. Casual game features are the flowers everyday that keep the relationship going despite the acknowledgment by the player that there is a problem in the first place. Which is the true reason that hardcore gamers are killed off. Casual games simply offer better relationship (albeit it is still flawed) than the hardcore games do, because while the player knows that it is flawed, they also know that the cost could be worse.
So in closing, maybe "Dear MMORPG" should have been "Dear MMORPG Industry" and written more suited to meet it’s name.
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