I believe this would be an example of players defining the convention, almost 'tyranny of the genre'. The noun MMORPG shouldn't determine the style of game but should be used as a tool to describe a style of game. It may not seem like there's no difference there but there is - and an important one.
Outside of player expectation, that has been nurtured over the years by designers, all an MMORPG really needs to be/have to satisfy the the term MMORPG, is the provision of a platform that supports a 'massive' number of players and provides the opportunity for role for playing*.
Granted, few MMORPGs are designed, from the ground up, to facilitate roleplaying, preferring to support 'roll-playing', which is as valid a form of entertainment as any other.
Still, many of the elements that digital role-play games (and digital role-players) choose to assign to the genre are elements that traditional role-play game design was attempting to move away from. For example, character sheets, 'immersion-breaking' stat tracking and rail-road quest design. There's some excellent articles from Dragon Magazine (a magazine published to support pen&paper role-players back when TSR were calling the shots) that tackled the subject.
Anyway, back to ESO/end game. The frustration you describe from having the 'goal posts' move is a good example of why an 'end' may be a desirable evolution of the MMORPG game, as many now perceive it. If an end existed you would finally be able to finish the game - at least with one character - and enjoy the sense of closure that comes with it.
It's important to note that an 'end' doesn't have to mean an end of playing the game, simply an end to the progression/adventure of one of the players characters. In my example I attempted to demonstrate that a player is still free to re-engage with the game through playing an alt (..and, in theory, by managing the now-NPC-finished character.)
Anyway, we're talking about a restructuring of what an MMORPG means to many players who have grown up with a singular MMORPG experience so it's no wonder that they have trouble envisioning an alternative. There's also the spikey argument of how an industry seeks to promote entertainment-dependency, rather than educate and empower gamers to entertain themselves.
The paper had much more to say on the subject and it's a shame I can't dig it up and link it. If I could, I would.
Edit: Oh, the typos.
The truth is that WoW has no end game because good guilds clear the "difficult" stuff within a month of its release, farm up gear for a month, then unsub and wait a year and a half for the next content patch.
gamerlucretiusb14_ESO wrote: »One thing I found interesting was Blizzards ability to stretch content like Onyxia, Molten Core, and BWL simply by intertwining them... what with the fire resistance requirements... and the cloaks that had to be farmed. There were still incentives to do full clears on T1 dungeons, including Onyxia... well into AQ. Many continued through Naxx... farming the lower tier dungeons on Alts.
gamerlucretiusb14_ESO wrote: »Then you had another long wait between the release of AQ and Naxx, and most guilds were just plain broken by AQ. They simply were not good enough to do it. I felt bad for them, so bad in fact I rolled a warrior alt just to tank it for a few friendly guilds that I had IRL friends in.
gamerlucretiusb14_ESO wrote: »Naxx was so completely inaccessible to most players that Blizzard re-released an easier version of the instance in an expansion pack later (I have no idea which I couldn't stomach playing past TBC).
A year and a half?The truth is that WoW has no end game because good guilds clear the "difficult" stuff within a month of its release, farm up gear for a month, then unsub and wait a year and a half for the next content patch.
gamerlucretiusb14_ESO wrote: »
gamerlucretiusb14_ESO wrote: »3 months, 5 days...
( 5 months waiting (assuming 1 month clear time)
July 12th, 2005: Blackwing Lair
gamerlucretiusb14_ESO wrote: »3 months, 1 day...
(interesting content for a few days)
September 13th, 2005: Zul'Gurub
gamerlucretiusb14_ESO wrote: »3 months, 21 days...
( 5 months waiting (assuming 1 month clear time)
January 3rd, 2006: Temple of Ahn'Qiraj
gamerlucretiusb14_ESO wrote: »5 months, 17 days...
waiting (assuming 1 month clear time)
June 20th, 2006: Naxxramas
gamerlucretiusb14_ESO wrote: »6 months, 27 days...
waiting
Expansion
gamerlucretiusb14_ESO wrote: »In total Vanilla wow had over 20 months of pure waiting for content...
It looks even worse when you spreadsheet it.
AssaultLemming wrote: »I think a lot of people miss the point here. To my mind the content is fine, fun even, but it's the failure to provide a decent reward that makes us all so frustrated.
The trick is to design rewards that people really want without creating an elite class of raiders who are overpowered compared to the rest of the population.
It's a real shame that the vet group dungeons don't drop rewards that people want, because group dungeons should be a staple part of end game that people do daily, as should trials.
The rewards should include gear, but also people love getting items that improve the look or utility of their characters. What we need are new mounts, costumes, illusions, weapon and armor graphics, pets, clickable items with buffs or spells you can cast from quick slots, etc.
Fun things that appeal to the hardcore and casual alike. I spent literally months of actual online time in eq camping rare spawns to get illusion masks for my bard and it was great!
You can bet if they added tiger mounts to the bosses in vet dungeons thousands of people would be in them day and night.
Or clicky boots of speed or levitate, a flaming weapon graphic, a mini Dragon pet, a zombie illusion, a clickable damage shield, an item to summon a shopkeeper, an additional hireling pet, the list goes on.
Combine these drops as super rares along with vr14 set drops and legendary tempers and bam, all that wasted content becomes very rewarding.
gamerlucretiusb14_ESO wrote: »In total Vanilla wow had over 20 months of pure waiting for content...
It looks even worse when you spreadsheet it.
The whole "the UI is horrible" rage.
I understand that menus could be improved but I really like the HUD and it's very 'TES'
I believe this would be an example of players defining the convention, almost 'tyranny of the genre'. The noun MMORPG shouldn't determine the style of game but should be used as a tool to describe a style of game. It may not seem like there's no difference there but there is - and an important one.
Outside of player expectation, that has been nurtured over the years by designers, all an MMORPG really needs to be/have to satisfy the the term MMORPG, is the provision of a platform that supports a 'massive' number of players and provides the opportunity for role for playing*.
Maverick827 wrote: »A year and a half?
November 23rd, 2004: Onyxia's Lair, Molten Core
3 months, 12 days...
March 7th, 2005: Azuregos, Lord Kazzak
3 months, 5 days...
July 12th, 2005: Blackwing Lair
3 months, 1 day...
September 13th, 2005: Zul'Gurub
3 months, 21 days...
January 3rd, 2006: Temple of Ahn'Qiraj
5 months, 17 days...
June 20th, 2006: Naxxramas
6 months, 27 days...
January 16th, 2007: Karazhan, Gruul's Lair, Maghteridon's Lair, Serpentine Cavern, The Eye, Battle for Mount Hyjal, Doom Lord Kazak, Doomwalker
4 months, 6 days...
May 22nd, 2007: Black Temple
5 months, 22 days...
November 13th, 2007: Zul'Aman
4 months, 12 days...
March 25th, 2008: Sunwell Plateau
7 months, 19 days...
November 13th, 2008: Obsidian Sanctum, Archavon, The Eye of Eternity, Naxxramas
5 months, 1 day...
April 14th, 2009: Ulduar
2 months, 20 days...
August 4th, 2009: Trial of the Crusader, Trial of the Grand Crusader
2 months, 80 days...
September 22, 2009: Onyxia's Lair
2 months, 16 days...
December 8th, 2009: Icecrown Citadel
5 months, 24 days
June 30th, 2010: The Ruby Sanctum
5 months, 7 days
December 7th, 2010: Bastion of Twilight, Throne of the Four Winds, Blackwing Descent, Bradin Hold
This is when I quit WoW, so I won't go any further. No one has kept up with this pace of quality raid content. No MMO since WoW has "mattered" as much in the PvE market space. Good WoW guilds were paid to play the game; millions of people cared about who was beating which boss and when.
No one cares even 1% as much about ESO Trials. I was watching the ESO Live stream and they introduced the guild that beat Dragonstar Arena hard mode first, and all I could think was "who? why would I care?"
Vanilla WOW did not just have raids as you guys assume, it had one of the best pvp systems ever, world bosses, class quests, difficult dungeons, elite quests zones, great crafting and a long journey up to 60.
All those things wow lost over the years and today it only has raiding and nothing else.
Not only is the HUD really cool, since it's you, not "buttons", that gives your character power. Instead of pressing 5 macros to protect yourself....you can move. What abilities you use, is up to you. And because of the bar, ESO can add lots of skills, spellcrafting without worry to much about overpower.
I am still currious when someone say they have the explore achievement for every zone. Yes? Ok? That doesnt mean you found everything, just the points of interest.
It would be unfair of Zenimax to include everything they add between patches to those achievements. Since it can be things "with no value".
I found several new mud piles in level 20 zones, which had items marked as "junk", in them. Anyone who asks why these are in game....need to read what ESO is, again.
I loved the "old bag" I got when fishing. 20 gold! Thats alot for a level 15 player.
Not alts...but all the new players that's seams to increase!
The players who dies 20 times because they don't know they need fire resist if they are a vampire.....and being a dark elf doesnt protect them 100% anymore. Learn after a while to use Fire resists enchants, as well as spell resist. Then they see....hmm...I get more damage now then I did a week ago.
Something changed, again. And instead of sacrificing another enchant for more fire resists, they choose another build.
Proof = Craglorn still have people yelling to get more for Trial, or something and LINKS achievements. That is true to be important in other games. But pointless here, since the first 2 trails can be 8 manned, as long as the 4 others do not die and does something. (I am still waiting until I can do it with my friends)
Also, I've seen a FEW, "only a DK, with a robe and stick" required for Graglorn events. But even them gets fewer now when they see light armor isn't protecting you against anything not magic as good.
I think I seen the study you are talking about.
I think that is one reason why players misunderstand ESO.
Another is......MMO doesnt have to do anything regarding content. Like "must have an end game".
ESO is designed, to never end, and always expand. But they don't expand 1 part, which is High level "raid". They expand Tamriel, ongoing, in a lot of areas, including "end game".
Nailed it - This is exactly what I meant in the Original Post. Its not about getting rewards that make my toon overpowered in line with the rest just meaningful rewards. Some have jumped on End Game meaning only raids but I mean the entire package
Remove the Elder Game
Have your MMOs actually end for individual players. Players are playing
MMOs as a journey to self-understanding. When that journey comes to an end –
when they “win” – they will continue to play because the pressure is now off. We
know this because that’s exactly what happened in text MUDs. We only have
interminable elder games today because the business side of MMO development
companies became frightened that if they let players finish a game, the players might stop playing quicker; in fact, the opposite is true.
The great appeal of Star Wars: the Old Republic was its emphasis on story.
When players reached the end of their character’s story, that was a high point; what followed was a huge anticlimax.
The game descended into the same raid/PvP/grinding elder game as every other MMO. If, instead of adding more endgame content, the developers had stuck with their story-first mandate and created more levelling-game content, people who were playing for story – which most were – would have kept coming back with different characters to experience those new stories. As it was, they built up a few alts and then drifted away. EVE Online has no elder game; or, rather, if it does have an elder game, the whole game is that elder game. It has a shifting web of alliances from which new content continually emerges. The fact that corporations can be eliminated and that in theory it’s possible for one to win adds meaning. If it worked like the typical realm versus-realm elder game and had permanent factions that could never be eliminated, that one, tiny difference would render all conflict ultimately meaningless. An end provides meaning.
The main advantages of removing the elder game are:
· Retention. Players currently leave an MMO because they become frustrated it
just drags on and on without giving them release. It becomes boring – more
like work than play. If you acknowledge that they’ve won, they have nothing to
prove: some will indeed drift away after a month or two, but many will
continue to play just for the sheer fun of it2. This may seem unlikely, but
experience from text MUDs shows that it actually works: there are people who
are still playing MUD2 over 20 years after they “beat” it.
· Marketing. If your players leave when they like you, they’ll come back for your
next MMO. They won’t think, “oh, yes, their games are OK but eventually I got
bored”, they’ll think “oh, I remember – what an incredible experience! I’m
going to try their games again!”.
2 This assumes that your MMO is actually fun.
· Revenue model. People who pay to skip content or to pass through it quickly
will be able to replay it at a more leisurely pace once their need to “finish” has
been assuaged. This time, they may even pay to skip the content they didn’t
pay to skip last time...
· Immersion. If an ending makes sense then it makes the virtual world more
immersive. An “escape from a prisoner of war camp” game should end when
your character escapes. A “war between two factions” game should allow for
one faction actually to win. The world feels less realistic (and therefore less
immersive) otherwise.
Maverick827 wrote: »Again, these pseudo-science papers about MMO raiders are just so far off from every hard core raider I've ever known.
The central issue is that MMOs don’t actually appeal to everyone. Those whom
they do appeal to, they appeal to very powerfully – even transformationally – but not
everyone wants or needs what they offer.
Rune_Relic wrote: »Well there is completion.
1. Finishing the quest line and defeating Manimarco + Molag Bal.
2. There is also the completion in the sense you got to level 50 and have now finished specialising your toon.
3. The PVP war...never really ends you just a join task force in everyones interest for PVE. But you are going to Cyrodiil to end it once and for all. You achive this once every 30 days or so.
Still, players themselves must take some responsibility for choosing to care and invest themselves with the games they choose to play, simply because nobody is forcing them to play them and it doesn't matter how much they want X game title to satisfy whatever personal want they feel is unsatisfied.
Referring back to the article I still cannot find, perhaps an achievable 'end' would help to provide meaning. I believe the author mentioned something along these lines. When there is no end, can there be any real meaning to our actions?
I would hope so though and I feel many players appreciate the game for journey. Of course, a good journey also needs ending and....
...I really wish I could find that paper.
Emphasis mine
@Two-Dogs I love your passion for the new field my only suggestion is to bring it to the practical. In my experience the casual players make up numbers but the raiders create the excitement. Lose the serious players lose the game
Edit: Read DDuke's post. I really couldn't begin to comment. I'm not even sure what the intent of his reply is.
Intent was to debunk that whole "research" you just posted, which I seem to have accomplished.
It's peer-reviewed academic work. You are free to do your own research, write your own paper and present your findings to challenge it.
And regarding your given definition of hard core raider - there are games out there that are designed to supply them with a gear treadmills. However, I would hope that ESO doesn't have to be 'yet another' MMORPG of this style.