Quote:
Originally Posted by Stockholm
There has to be a balance between offering challenges for those who do nothing but play GW and those who play for the fun of it as a recreation.
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I agree. However, GW lacks a real high-end PvE difficulty mode, so the game fails to strike that vaunted 'balance'.
Self-gimping doesn't happen because there's no reward for doing so. The RPG gaming model revolves around giving players something to do, and then rewarding them for doing it. If the elite areas didn't drop better items, few would bother doing them. If Vanquishing and Cartography didn't net titles, few would bother clearing and mapping every area. For the same reason, few will gimp themselves if the game provides no incentive. With few exceptions, people don't just want challenges - they want challenges with rewards. This is what the "just gimp yourself" camp has always failed to appreciate.
So the question is, how does that affect game design decisions? Well, ideally, you want something in your game for everyone, from the dumbest newbie to the most no-life hardcore veteran. But there's a problem: anything you design for the newbies isn't going to satisfy the veteran, and anything you design for the veteran will be out of reach of the newbies. What to do?
The answer to this problem has generally been: 1) graduated difficulty levels and 2) encouraging player improvement. The first answer is pretty obvious and almost universally used. I personally think that GW's implementation is poor because HM is just more rewards without substantially higher difficulty, but overall the concept is sound. The second answer is less obvious and more difficult to control, but the reasoning should be intuitive: the more you can shrink the gap between your worst and best players, the more people you can reach with the same content.
A key difference between the good games and the bad games is how they go about implementing the above solutions. Good games provide a gentle learning curve to ease new players into the game and nudge them towards better play, but keep the high-end of the curve very high so there's lots of headroom for meaningful play. The bad games just flatten the curve so that there's relatively little difference between the low and high ends; sometimes the line is closer to the high end, in which case you end up with a punishing game that nobody wants to play (this is akin to "toss them in the water and see if they drown"), but more often the line is closer to the low end, which results in an easy and shallow game that offers nothing for good players (this is akin to holding back the brightest students of your class). GW, unfortunately, is in the second camp, using various 'enhancements' to flatten the curve.
PvP manages to sidestep some of the issues inherent in PvE, simply because the difficulty depends on your competition, and as long as the underlying mechanics of the game provide enough complexity and depth, the competitive drive of your players will end up doing the rest. But both sides of the game benefit from having a better playerbase, and the only way to do that is to ease progress and give people something to reach for - in short, you have to dangle carrots in front of the player, not empty the sack of carrots at their feet.