rager82b14_ESO wrote: »This is not just about ESO, but the future of mmos.
jeanbulinckxub17_ESO wrote: »Addons: This is the first MMO with addons i play. While some addons are great and is good to have this kind of crowd build feature I fell the most popular addons can be incorporated in the UI because:
1) Addons decrease performance, decreasing the number we need is a must
(any serious plyer in ESO must geta dozen addons for exploration, a dozen more for PvP a dozen more for trade, a dozen more for craft...)
2) Popular addons are well tested and well reiceved.
3) Can be cheap to incorporate in default UI.
4) They add a lot of convenience.
Resume, addons are great but too many are perceived as lazy development.
Mods: Elder Scrolls developed a big communit for moders and that was lost on ESO. A MMO capable of moding ill get a lot more of cheap content. It adds convenience and content at the same time.
Events: We need more events, not only guild/players events but global server events from the developers. ESO lacks that kind of event and I pity it. Cannot think in triple A MMO without it. Not much a convenience but it adds a lot of (reusable) content and do not burn out fast as it's last just a few days.
SuraklinPrime wrote: »MMOs (and off-line games) were hardcore when gamers were hardcore and overall there were fewer games and gamers - players hear hark back to early MMOs but early off-line games often had no save system and were much harder to beat than the current crop.
Now a game like ESO is trying for as many players of Skyrim (and Oblivion and DA) as it can get onboard and many of those players are 'casual' - although that term covers a wide range of expectations and play styles. BNUt commercially they don't need a few thousand top end gamers they need tens or hundreds of thousands of average players just coming in and doing their average thing and having a blast doing it. If they make it too hard or gate the best stuff behind stuff only 0.001% of the base can do then people will moan and people will go elsewhere - and from the company perspective they make a lot more from 100,000 casuals paying for content and horse skins vs. 5,000 experts doing the same but probably not bothering with the horse skins.
The necessary result is that the vast majority of content, gear and so on has to be accessible to everyone or the company behind the game will haemorrhage players to a more accessible game and be left with a small core of hardcore players and an unsustainable business model.
In ESO SO is a great example of content that for most players is simply not achievable, for others is a tough & rewarding challenge and for more is too easy and boring. The profit for a company like ZOS lies somewhere between the first 2 groups.
Hardcore games founder in this market because to make a game that looks and plays as pretty as WoW costs a lot of money and dev time so you need a big enough player base to support that - and as many devs are also hardcore gamers someone needs to rein in their instinct to make the games they want to play and keep them focused on making games that the mass market will want to pay for.
All in all words like casual, accessible and convenience are going to dominate the big name games because they need to recoup the cost of making them.
Hard core gamers are going to be increasingly driven towards niche games specifically pitching for their business or less fully featured games who can afford to survive on a smaller player base.
SuraklinPrime wrote: »MMOs (and off-line games) were hardcore when gamers were hardcore and overall there were fewer games and gamers - players hear hark back to early MMOs but early off-line games often had no save system and were much harder to beat than the current crop.
Now a game like ESO is trying for as many players of Skyrim (and Oblivion and DA) as it can get onboard and many of those players are 'casual' - although that term covers a wide range of expectations and play styles. BNUt commercially they don't need a few thousand top end gamers they need tens or hundreds of thousands of average players just coming in and doing their average thing and having a blast doing it. If they make it too hard or gate the best stuff behind stuff only 0.001% of the base can do then people will moan and people will go elsewhere - and from the company perspective they make a lot more from 100,000 casuals paying for content and horse skins vs. 5,000 experts doing the same but probably not bothering with the horse skins.
The necessary result is that the vast majority of content, gear and so on has to be accessible to everyone or the company behind the game will haemorrhage players to a more accessible game and be left with a small core of hardcore players and an unsustainable business model.
In ESO SO is a great example of content that for most players is simply not achievable, for others is a tough & rewarding challenge and for more is too easy and boring. The profit for a company like ZOS lies somewhere between the first 2 groups.
Hardcore games founder in this market because to make a game that looks and plays as pretty as WoW costs a lot of money and dev time so you need a big enough player base to support that - and as many devs are also hardcore gamers someone needs to rein in their instinct to make the games they want to play and keep them focused on making games that the mass market will want to pay for.
All in all words like casual, accessible and convenience are going to dominate the big name games because they need to recoup the cost of making them.
Hard core gamers are going to be increasingly driven towards niche games specifically pitching for their business or less fully featured games who can afford to survive on a smaller player base.
I guess I have a different definition of casual. I always thought casual as the one who has less time to play, only. They still want what hard core players want but they just play less. Then we have the care bears, those are the ones who want easy..
UltimaJoe777 wrote: »SuraklinPrime wrote: »MMOs (and off-line games) were hardcore when gamers were hardcore and overall there were fewer games and gamers - players hear hark back to early MMOs but early off-line games often had no save system and were much harder to beat than the current crop.
Now a game like ESO is trying for as many players of Skyrim (and Oblivion and DA) as it can get onboard and many of those players are 'casual' - although that term covers a wide range of expectations and play styles. BNUt commercially they don't need a few thousand top end gamers they need tens or hundreds of thousands of average players just coming in and doing their average thing and having a blast doing it. If they make it too hard or gate the best stuff behind stuff only 0.001% of the base can do then people will moan and people will go elsewhere - and from the company perspective they make a lot more from 100,000 casuals paying for content and horse skins vs. 5,000 experts doing the same but probably not bothering with the horse skins.
The necessary result is that the vast majority of content, gear and so on has to be accessible to everyone or the company behind the game will haemorrhage players to a more accessible game and be left with a small core of hardcore players and an unsustainable business model.
In ESO SO is a great example of content that for most players is simply not achievable, for others is a tough & rewarding challenge and for more is too easy and boring. The profit for a company like ZOS lies somewhere between the first 2 groups.
Hardcore games founder in this market because to make a game that looks and plays as pretty as WoW costs a lot of money and dev time so you need a big enough player base to support that - and as many devs are also hardcore gamers someone needs to rein in their instinct to make the games they want to play and keep them focused on making games that the mass market will want to pay for.
All in all words like casual, accessible and convenience are going to dominate the big name games because they need to recoup the cost of making them.
Hard core gamers are going to be increasingly driven towards niche games specifically pitching for their business or less fully featured games who can afford to survive on a smaller player base.
I guess I have a different definition of casual. I always thought casual as the one who has less time to play, only. They still want what hard core players want but they just play less. Then we have the care bears, those are the ones who want easy..
Casual players are basically players that play for fun and don't give a rat's ass about being the best. I am one of those people and while I do my best to be MY best I don't care if I'm not in general THE best because frankly there is no such thing. I am a completionist though so it will take a spit ton of effort to become Emperor...
SuraklinPrime wrote: »MMOs (and off-line games) were hardcore when gamers were hardcore and overall there were fewer games and gamers - players hear hark back to early MMOs but early off-line games often had no save system and were much harder to beat than the current crop.
Now a game like ESO is trying for as many players of Skyrim (and Oblivion and DA) as it can get onboard and many of those players are 'casual' - although that term covers a wide range of expectations and play styles. BNUt commercially they don't need a few thousand top end gamers they need tens or hundreds of thousands of average players just coming in and doing their average thing and having a blast doing it. If they make it too hard or gate the best stuff behind stuff only 0.001% of the base can do then people will moan and people will go elsewhere - and from the company perspective they make a lot more from 100,000 casuals paying for content and horse skins vs. 5,000 experts doing the same but probably not bothering with the horse skins.
The necessary result is that the vast majority of content, gear and so on has to be accessible to everyone or the company behind the game will haemorrhage players to a more accessible game and be left with a small core of hardcore players and an unsustainable business model.
In ESO SO is a great example of content that for most players is simply not achievable, for others is a tough & rewarding challenge and for more is too easy and boring. The profit for a company like ZOS lies somewhere between the first 2 groups.
Hardcore games founder in this market because to make a game that looks and plays as pretty as WoW costs a lot of money and dev time so you need a big enough player base to support that - and as many devs are also hardcore gamers someone needs to rein in their instinct to make the games they want to play and keep them focused on making games that the mass market will want to pay for.
All in all words like casual, accessible and convenience are going to dominate the big name games because they need to recoup the cost of making them.
Hard core gamers are going to be increasingly driven towards niche games specifically pitching for their business or less fully featured games who can afford to survive on a smaller player base.
I guess I have a different definition of casual. I always thought casual as the one who has less time to play, only. They still want what hard core players want but they just play less. Then we have the care bears, those are the ones who want easy..
SuraklinPrime wrote: »SuraklinPrime wrote: »MMOs (and off-line games) were hardcore when gamers were hardcore and overall there were fewer games and gamers - players hear hark back to early MMOs but early off-line games often had no save system and were much harder to beat than the current crop.
Now a game like ESO is trying for as many players of Skyrim (and Oblivion and DA) as it can get onboard and many of those players are 'casual' - although that term covers a wide range of expectations and play styles. BNUt commercially they don't need a few thousand top end gamers they need tens or hundreds of thousands of average players just coming in and doing their average thing and having a blast doing it. If they make it too hard or gate the best stuff behind stuff only 0.001% of the base can do then people will moan and people will go elsewhere - and from the company perspective they make a lot more from 100,000 casuals paying for content and horse skins vs. 5,000 experts doing the same but probably not bothering with the horse skins.
The necessary result is that the vast majority of content, gear and so on has to be accessible to everyone or the company behind the game will haemorrhage players to a more accessible game and be left with a small core of hardcore players and an unsustainable business model.
In ESO SO is a great example of content that for most players is simply not achievable, for others is a tough & rewarding challenge and for more is too easy and boring. The profit for a company like ZOS lies somewhere between the first 2 groups.
Hardcore games founder in this market because to make a game that looks and plays as pretty as WoW costs a lot of money and dev time so you need a big enough player base to support that - and as many devs are also hardcore gamers someone needs to rein in their instinct to make the games they want to play and keep them focused on making games that the mass market will want to pay for.
All in all words like casual, accessible and convenience are going to dominate the big name games because they need to recoup the cost of making them.
Hard core gamers are going to be increasingly driven towards niche games specifically pitching for their business or less fully featured games who can afford to survive on a smaller player base.
I guess I have a different definition of casual. I always thought casual as the one who has less time to play, only. They still want what hard core players want but they just play less. Then we have the care bears, those are the ones who want easy..
I think you use and older version - like many definitions it changes with the times.
I would define myself as casual in that I am not 'pro' - but I've completed all the HM trials, I've done the Emp thing more than once, I'm pretty sure I have done every available quest barring a few in Craglorn & I have learnt most skills, crafts, traits and so on - so I am not a part time gamer I'm just not going to sit here and claim to be an expert gamer who wants everything to be maximum difficulty, maximum rush at all times. Thus... casual...
Care bears is just a term that people use to describe anyone they don't agree with but they can't be bothered to come up with a reasoned argument so resort to insult. It used to mean people who wanted games where players were generally nice to each other, but again the term has morphed - I believe the current insult for that type of person is SJW? But it's hard to keep up with you crazy kids...
Obviously the person most likely to use the term care-bear to dismiss an argument is by definition probably a potential grief-er
Gotta love the language MMOs have built up!
Nergie4242 wrote: »
Not many about atm especially since WAR died. But camelot unchained which is out next year I think is the one most pvpers I know are holding out for.
UltimaJoe777 wrote: »SuraklinPrime wrote: »MMOs (and off-line games) were hardcore when gamers were hardcore and overall there were fewer games and gamers - players hear hark back to early MMOs but early off-line games often had no save system and were much harder to beat than the current crop.
Now a game like ESO is trying for as many players of Skyrim (and Oblivion and DA) as it can get onboard and many of those players are 'casual' - although that term covers a wide range of expectations and play styles. BNUt commercially they don't need a few thousand top end gamers they need tens or hundreds of thousands of average players just coming in and doing their average thing and having a blast doing it. If they make it too hard or gate the best stuff behind stuff only 0.001% of the base can do then people will moan and people will go elsewhere - and from the company perspective they make a lot more from 100,000 casuals paying for content and horse skins vs. 5,000 experts doing the same but probably not bothering with the horse skins.
The necessary result is that the vast majority of content, gear and so on has to be accessible to everyone or the company behind the game will haemorrhage players to a more accessible game and be left with a small core of hardcore players and an unsustainable business model.
In ESO SO is a great example of content that for most players is simply not achievable, for others is a tough & rewarding challenge and for more is too easy and boring. The profit for a company like ZOS lies somewhere between the first 2 groups.
Hardcore games founder in this market because to make a game that looks and plays as pretty as WoW costs a lot of money and dev time so you need a big enough player base to support that - and as many devs are also hardcore gamers someone needs to rein in their instinct to make the games they want to play and keep them focused on making games that the mass market will want to pay for.
All in all words like casual, accessible and convenience are going to dominate the big name games because they need to recoup the cost of making them.
Hard core gamers are going to be increasingly driven towards niche games specifically pitching for their business or less fully featured games who can afford to survive on a smaller player base.
I guess I have a different definition of casual. I always thought casual as the one who has less time to play, only. They still want what hard core players want but they just play less. Then we have the care bears, those are the ones who want easy..
Casual players are basically players that play for fun and don't give a rat's ass about being the best. I am one of those people and while I do my best to be MY best I don't care if I'm not in general THE best because frankly there is no such thing. I am a completionist though so it will take a spit ton of effort to become Emperor...
Do all hardcore players want to be the best? Just curious. There have been times I've been hardcore though I never cared about being the best. I guess maybe I wasn't hard core. Nowadays, I get about 10 hours of game play in per week..
SuraklinPrime wrote: »
rager82b14_ESO wrote: »So my question to you my friends. What Ideas do you have that can balance convenience with less burn out?
rager82b14_ESO wrote: »So my question to you my friends. What Ideas do you have that can balance convenience with less burn out?
Ultimately it's going to take an evolution in game design. I think GW2 did a good job of showing us what an MMO can be like without having to read/hear boring quest dialog and then *imagine* that it's actually happening. You don't initiate quests, they're occurring all around you (for example, the bears actually ARE attacking the town). It was fun to do quests in GW2, and players worked together as opposed to dreading seeing someone else doing the same quest you were doing. Where GW2 failed though, is everything is just on a loop (albeit with some minor branching), so once you've been through that quest "event" a few times, it's old and boring. A company needs to take that to the next level and improve the AI so it actually becomes unpredictable. They could even have events that if left unchecked could lead to mass takeovers of villages, cities, and even zones. Then add sandbox elements so players can reinforce/upgrade the cities and outfit NPC guards to help protect it.