Interesting topic! Sounds like an awesome class, too. Right up my alley. It sucks that you're going to get a bunch of LOLs on this from the more immature folks in the community, but anyway...
In trying to think of how to bring value to gameplay outside of material incentive (From the Devs, not the players), I realized that it can be hard to separate the two. As an example, something that will bring a lot of enjoyment for me is housing. Decorating, showing off said decorations, etc. However, it's likely that housing will also come with a material incentive included, like more storage space or possibly the ability to sell items from your home, thus voiding the broker fee for those making the trek. Housing items will also be sold, no doubt, or quested for, etc.
That's not a bad thing, though, is it? It would provide value for different player types.
If I'm off base on what you meant, let me know. I'm overworked and underfed at the moment.
Firellight wrote: »Interesting topic! Sounds like an awesome class, too. Right up my alley. It sucks that you're going to get a bunch of LOLs on this from the more immature folks in the community, but anyway...
In trying to think of how to bring value to gameplay outside of material incentive (From the Devs, not the players), I realized that it can be hard to separate the two. As an example, something that will bring a lot of enjoyment for me is housing. Decorating, showing off said decorations, etc. However, it's likely that housing will also come with a material incentive included, like more storage space or possibly the ability to sell items from your home, thus voiding the broker fee for those making the trek. Housing items will also be sold, no doubt, or quested for, etc.
That's not a bad thing, though, is it? It would provide value for different player types.
If I'm off base on what you meant, let me know. I'm overworked and underfed at the moment.
7 LOLs as of posting this reply.

The problem is to keep most players' interest in a game long term it either needs:
- To have a goal to chase (gear treadmill) as to keep players constantly striving for more power. This is the common route in MMOs.
- Be extremely difficult and have a very high skill cap/competitive nature. Not to knock ESO (I love it) but it doesn't have a particularly high skill cap compared to its peer MMOs. Even the highest skill cap MMOs fall flat when compared with MOBAs/first person shooters.
- Extremely high replay value via emergent content or procedually generated and/or truly "living" worlds. ESO is great for a contemporary MMO, but when you get down to it the world isn't alive and it's just a series of very basic (albeit VERY well done) quests strung together. MMOs simply won't even try until someone really raises the bar as far as world interactivity/realism are concerned- to be clear I mean this in more of a simulation/advanced scripted AI sense- NOT graphics. Even Guild Wars 2 & Rift which have a very rudimentary dynamic systems are almost offensive in how bad they are. Everquest Next is talking some big talk along these lines, but I'll believe it when I see it.
As far as other entertainment elements- other media far outclass MMOs. Looking for a story? Movies and books vastly outclass MMOs. Immersiveness of being a part of the story? Single player games that can make the player truly the hero of the world will win here. Both of these, even if done well for an MMO won't keep player's interest long term. Only social ties with guilds will keep people hanging on, and that's a vast minority of older MMO players anyway.
TLDR: Loot treadmill is here to stay until we at least get somewhat more believable AI, more sophisticated emergent/procedural/sandbox (pick your adjective) content, and generally the world feels more alive, immersive and "real" versus feeling so incredibly contrived like chain quests and mobs constantly standing around a campire waiting to be killed do.
Power is the ultimate goal. But MMO will never let you have it. You got the best gear in game? Here's a patch! *poof* your gear is now crap.
Unreachable goals is what keeps MMO's going for a long time without adding new content. Some people mistake that for longevity.
This is the stereotype of diminishing "returns" when using addictive substances. Games however are not substances that create a physical effect on your body, just psychological. Hence, to keep the perceived value of the reward by the player, they open new possibilities for each given reward (more skills, more content).
Firellight wrote: »I'm currently doing a reading and class discussion on materialism, and I've been relating a lot of it to the gaming industry. The course is called "Sustainable Happiness", and incorporates positive psychology, environmentalism, intrinsic/extrinsic values and materialism into the curriculum (so far in my second week).
If anybody recognizes my username, I made a few posts in attempts to increase intrinsic actions in ESO, such as suggesting enhanced roleplay features, alliance war overhauls and starting a discussion around the possibility of the level 1-50 grind being pointless. I admit, I have an anti-grind ideology, and I wouldn't go beyond a month of casual effort to reach endgame of a particular feature. I also support any social activity, and endgame features revolving around these things. I like to skip the formalities, have fun, meet friends and develop communities.
I am not going to get into any details, but I want to start a conversation on how ESO players, and perhaps ZOS devs can increase non-materialistic values and practices in the game. I always fail to start a guild, so if any guild leaders are reading this post, we can discuss how guilds thrive. Just yesterday, I was passing through a dungeon, and noticed a bunch of people at the entrance. They were having a guild event, most likely providing materialistic incentives to participate. Any thoughts?
And in some well-publicised cases in the Far East, some have died playing a video game without pause for days.SteveCampsOut wrote: »People have also played themselves sick through deprivation of both food as well as rest.
What is material in a computer video game?Firellight wrote: »I'm currently doing a reading and class discussion on materialism, and I've been relating a lot of it to the gaming industry.
burningcrow wrote: »Hmmm... but isn't the very nature of a game materialistic? The most points you got in Pacman or something meant you could put your initials on top. When you go to a fair and play a game you do it to win a giant stuffed toy. When you play football you do it to gain that trophy. All games are this way from what I can tell. So if you took that away wouldn't the game feel more like a digital space for your avatar to move around in? Take Second Life for instance. Thats what it was but if you look at what the people did in it you will realize it became the most materialistic virtual space known to man. So not sure how any of this would work but I'm up for anything.
This.Accomplishment is not the same as materialism.
Power is the ultimate goal. But MMO will never let you have it. You got the best gear in game? Here's a patch! *poof* your gear is now crap.
Unreachable goals is what keeps MMO's going for a long time without adding new content. Some people mistake that for longevity.
Yea, treadmills suck, and they are tolerated because of the lore. The best games I've ever played were the shooters where everyone started with the exact same abilities as anyone else who might have played for awhile. This made the game much more competitive and experience was all that mattered. This game sells experience for time. One does not have to be very good as long as they have hours to waste.
The problem is to keep most players' interest in a game long term it needs:
- Extremely high replay value via emergent content or procedually generated and/or truly "living" worlds. ESO is great for a contemporary MMO, but when you get down to it the world isn't alive and it's just a series of very basic (albeit VERY well done) quests strung together. MMOs simply won't even try until someone really raises the bar as far as world interactivity/realism are concerned- to be clear I mean this in more of a simulation/advanced scripted AI sense- NOT graphics. Even Guild Wars 2 & Rift which have a very rudimentary dynamic systems are almost offensive in how bad they are. Everquest Next is talking some big talk along these lines, but I'll believe it when I see it.
As far as other entertainment elements- other media far outclass MMOs. Looking for a story? Movies and books vastly outclass MMOs. Immersiveness of being a part of the story? Single player games that can make the player truly the hero of the world will win here. Both of these, even if done well for an MMO won't keep player's interest long term. Only social ties with guilds will keep people hanging on, and that's a vast minority of older MMO players anyway.
Korah_Eaglecry wrote: »Power is the ultimate goal. But MMO will never let you have it. You got the best gear in game? Here's a patch! *poof* your gear is now crap.
Unreachable goals is what keeps MMO's going for a long time without adding new content. Some people mistake that for longevity.
Yea, treadmills suck, and they are tolerated because of the lore. The best games I've ever played were the shooters where everyone started with the exact same abilities as anyone else who might have played for awhile. This made the game much more competitive and experience was all that mattered. This game sells experience for time. One does not have to be very good as long as they have hours to waste.
The VR14 I burned down as a VR2 near Bleakrock will disagree with you.
I'm having a hard time understand what you're trying to talk about. Materialism, Incentives and Roleplaying aren't mutually inclusive. In fact, it's good design practice to keep them very distinct from one another.
I'm not arguing that they're exclusive, merely that having one doesn't necessarily include the other... because each concept is exclusive at its core. I know, this sounds contradictory, but hear me out.AlexDougherty wrote: »I'm having a hard time understand what you're trying to talk about. Materialism, Incentives and Roleplaying aren't mutually inclusive. In fact, it's good design practice to keep them very distinct from one another.
Um, what?
Lets look at this in regards to Roleplaying first.
Roleplaying and Materialism are not exclusive, you can easily take the view that your character is slowly building up money, gear and a general assortment of items.
Roleplaying and Incentives are generally not exclusive either, since the incentives can easily be worded so that their is a reason for your character to be doing various things.