Quote:
Originally Posted by DreamWind
They don't need players to not leave, they need players to continue coming (that is buying). They had the potential to be one of those games that has financial success while maintaining the complex challenge and they didn't do that. I'm not convinced that complex challenge and financial success are inversely correlated because there are plenty of examples that go against the theory, but I agree with your assessment of the culture at large.
|
Getting into the finances is tricky because we don't have any of the hard data to analyze. But let's do some forum handwaving anyway. In the first place, in order to get players to keep spending, you have to keep a vibrant playerbase; new players don't join dead MMOs. We also don't know how much of GW's income comes from microtransactions (
e.g., character slots), which would be direct income from existing players. You also need to keep players interested if you want to sell them on later campaigns/content packs/GW2.
Challenge is a tricky thing to sell, and I'll concede that "inversely correlated" is an over-generalization. At the same time, inverse correlation is almost certainly the dominant mechanism above a certain difficulty threshold; people
don't like to fail, and if they're failing the same task tens or hundreds of times, they're going to quit. Furthermore, high difficulty is usually considered a con in both casual and professional reviews. Finally, people complain - loudly and frequently - about difficulty. Games like Homeworld 2 develop a reputation for being "too difficult"; I've recommended this game to people only to be told, "I heard it was really hard, why would I want to play that?" It was bad enough that the devs actually released a patch to tone down the single-player campaign.
The entire concept of "too hard" is a big clue to the majority mentality here. People rarely say, "It's too hard
for me", they say instead, "it's
too hard." This difference implies that they consider the problem to be the game instead of the player: the developer made it too hard, so it's not worth playing. Classic shifting of blame. It's not
their fault they suck, right?
The pertinent questions for game designers is: where is the challenge threshold, and how do we manipulate it? A full discussion on these questions is beyond the scope of this thread, but there are a lot of case studies: "Bullet Hell" shooters (
e.g., Touhou), puzzle games, action games (notably, DMC 1 and 3), certain JRPGs (
e.g., Valkyrie Profile 2), and all tournament-level competitive games. All of these have a reputation for being "difficult". Some of them really are (
e.g., competitive games, some bullet hell games), whereas others are quite easy (
e.g., DMC, VP2, most puzzle games). Further, some games are loved for being difficult (
e.g., bullet hell), others are hated for being difficult (
e.g., VP2). Where are the differences and similarities?
Quote:
|
Originally Posted by the_jos
Now let's talk about sucking players again.
From what point of view are we determining that they suck?
Top-20? So everyone who can't swim on competitive level sucks?
Swimming? So all those having fun in shallow water but can't swim suck?
|
This is the wrong metric from a teaching perspective. Before you actually begin teaching anyone, you have to determine who can be taught and who can't. The pertinent difference isn't how good you are, but how you approach the game: are you swimming "for fun", or are you swimming to get better at swimming?
I agree with your point about life vests and teaching being a waste of everyone's time - this is the point I've reiterated throughout this discussion. What some people don't notice here, however, is that
Anet is the one providing the life vests - they're called PvE skills and consumables. As I said before, there are good reasons for Anet to do this: their players were drowning
en masse, and nobody else was in any position to save them.
And Fril, you're still not addressing the real problem: getting people to care. It should be self-evident that teaching would be largely unnecessary if people cared to begin with. There is an incredible breadth of tools for self-learning for those who are motivated enough to do it, and no amount of teaching is going to help people that don't care to be taught. If you really agreed with the_jos, take his final statement to heart:
Quote:
|
Teaching others how to become better players should be done on request of those players. Else it's a waste of time. For both.
|