There's some quests that are um fun. Like spent 2 days on this shealth quests. I couldn't figure out what I was doing wrong. I even googled it. Turns out need to use cat as distraction go figure.
It wasn't hard and clearly most people got it right away, but it was rewarding experience.
mann9753b16_ESO wrote: »There's some quests that are um fun. Like spent 2 days on this shealth quests. I couldn't figure out what I was doing wrong. I even googled it. Turns out need to use cat as distraction go figure.
It wasn't hard and clearly most people got it right away, but it was rewarding experience.
I think I know the quest you mean, and you actually offered me another great example here.
We are talking about the Story Quest in Eastmarch here, where you have to get the Wine for Naryu, right?
Why is that a good example? Because she actually TELLS you to get a cat first, but most people wont bother to read or listen to her, because... why? Most quests in this game dont requier any setup, any thinking, any actuall effort, just go there, kill/take stuff, go back.
I often encountered players who were actually overwhelmed the second the game doesnt exactly tells them what to do.
Theres a Quest in Shadowfen, where you have to read 3 Books and use whats written in them to match 3 Items to 3 Chests, and later to read a poem and find out which out of 5 pages is the one missing from the poem...
Both are really easy when you just sit down and read the texts, but ive seen most players either randomly trying stuff or being totaly overwhelmed and asking for the answer.
Not many people are going to want to choose option 2, with the "I just want easy success" comment after it.
Not to mention that if you are very new to the game, very young and/or disabled in some way, it might not be risk-free, or overly easy, as it is.
i need you to define what "challenge" is to you for me, please. You mentioned dark souls, but dark souls...it really isn't that hard. it has a learning curve, just like ESO, but it's not the most challenging game ever. i would honestly argue ESO is harder to master than any souls game.
you aren't entirely wrong that games have become "easier" as of recent, but how much of that is improved game design to make games more intuitive to play? lots of "hard" games in the past were designed poorly, and that was where the challenge came from.
your post lacks a lot of nuance to address just how complex game design can be.
i need you to define what "challenge" is to you for me, please. You mentioned dark souls, but dark souls...it really isn't that hard. it has a learning curve, just like ESO, but it's not the most challenging game ever. i would honestly argue ESO is harder to master than any souls game.
you aren't entirely wrong that games have become "easier" as of recent, but how much of that is improved game design to make games more intuitive to play? lots of "hard" games in the past were designed poorly, and that was where the challenge came from.
your post lacks a lot of nuance to address just how complex game design can be.
Imperial_Voice wrote: »This poll is one of the most biased Ive seen in a long time. The only way it could be worse is if it said "Yes I agree with OP" or "No I am a waste of a human being"
mann9753b16_ESO wrote: »i need you to define what "challenge" is to you for me, please. You mentioned dark souls, but dark souls...it really isn't that hard. it has a learning curve, just like ESO, but it's not the most challenging game ever. i would honestly argue ESO is harder to master than any souls game.
you aren't entirely wrong that games have become "easier" as of recent, but how much of that is improved game design to make games more intuitive to play? lots of "hard" games in the past were designed poorly, and that was where the challenge came from.
your post lacks a lot of nuance to address just how complex game design can be.
I thought I did this in my post, but I am more than happy to try to explain it better.
The Challenge I am talking about is simply the risk to actually fail at something. To have your failure actually feel like a punishment followed.
Again, let me go to Vanilla WoW, please forgive me that I always use this as an example, but my other examples wouldnt qualify as casual, and I want to keep it casual:
Enemy Mobs could kill you if you were not careful. If you just rushed into a situation without thinking, you die. You couldnt take on more than 1 or 2 mobs alone, which actually meant you had to ask for help some times. When you died, you actually had to run back to your corpse from a graveyard, giving your death some consequences. Compare that to ESO where, even if you somehow manage to get yourself killed, even if I really dont see how you could do that unless you really pull like 20 mobs and then dont do anything, you just hop right back up, no problem. But because dying actually meant something in Vanilla WoW, you started to actually learn your limits.
Another example is that you cant really not win in this game. Again, back in WoW, when you had an NPC to protect, this NPS could actually die. Mobs that spawned actually tried to attack the NPC and you had to defend him, taunt mobs away, burst them down, heal the NPC... see what happened here? You actually had to use the abilities of your role. As a tank, you had to use your taunts, hold Aggro, stop the enemy from attacking the NPC. As a DPS, you had to do enough damage to kill the mobs fast. And as a healer, you had to combine your healing and your damage in a way that you could keep the NPC alive while still getting rid of the mobs. You learned your class and ressource management. That way the Challenge of failure actually taught you the game.
I'm not ashamed to admit it. Video Games are relaxing entertainment. Ones with stories are my books. I don't play a game to overcome a challenge or earn a rare achievement. I'm here to experience a world, not bash my head against it until one of us says uncle.
mann9753b16_ESO wrote: »
But now? Well, lets see it that way, how many player reach level 50, 160CP, playing tank/Heal/DPS all game long, but once they get to DLC Dungeons they notice they have no idea how to actually tank/heal/DPS right? And why? Because they never had to learn it. THe game until now handed them everything for free, with a great "YOU ARE AWESOME!" card attached to it. Is that really the way to make games now?
jainiadral wrote: »Your poll is extremely biased. That said, no, I don't enjoy slogs when a game has mediocre (or worse) combat. Most MMO combat isn't exactly fun. And MMOs constantly stick you with penalties for dying which makes me hate croaking with the passion of 1000 burning suns. It's a lot more fun to challenge yourself in single-player games with save points, etc., and no punishment for death.
mann9753b16_ESO wrote: »There's some quests that are um fun. Like spent 2 days on this shealth quests. I couldn't figure out what I was doing wrong. I even googled it. Turns out need to use cat as distraction go figure.
It wasn't hard and clearly most people got it right away, but it was rewarding experience.
I think I know the quest you mean, and you actually offered me another great example here.
We are talking about the Story Quest in Eastmarch here, where you have to get the Wine for Naryu, right?
Why is that a good example? Because she actually TELLS you to get a cat first, but most people wont bother to read or listen to her, because... why? Most quests in this game dont requier any setup, any thinking, any actuall effort, just go there, kill/take stuff, go back.
I often encountered players who were actually overwhelmed the second the game doesnt exactly tells them what to do.
Theres a Quest in Shadowfen, where you have to read 3 Books and use whats written in them to match 3 Items to 3 Chests, and later to read a poem and find out which out of 5 pages is the one missing from the poem...
Both are really easy when you just sit down and read the texts, but ive seen most players either randomly trying stuff or being totaly overwhelmed and asking for the answer.
mann9753b16_ESO wrote: »jainiadral wrote: »Your poll is extremely biased. That said, no, I don't enjoy slogs when a game has mediocre (or worse) combat. Most MMO combat isn't exactly fun. And MMOs constantly stick you with penalties for dying which makes me hate croaking with the passion of 1000 burning suns. It's a lot more fun to challenge yourself in single-player games with save points, etc., and no punishment for death.
How is it bias? The question is easy, do you want risk and challenge, where you have to work for success, or do you want no risk and success just handed to you?
mann9753b16_ESO wrote: »Do you miss the time when games dared to let players fail, or do you prefere the "no risk" method?
rfennell_ESO wrote: »mann9753b16_ESO wrote: »Do you miss the time when games dared to let players fail, or do you prefere the "no risk" method?
Overall, it was WOW that changed the game model. WOW showed that making death a non factor was the successful model for mmo's and no one has moved back from it.
Early Everquest was a punishing leveling grind with a penalty (of xp) for death. Compounding the hardcore leveling (and penalty for dying) was the fact that you "corpse" was left with your equipment on it and you were respawned at your bind location. So... on challenging (or even non challenging) content, you face the possibility of respawning naked a 30+ minute run to get back to your corpse. In Dungeons it was compounded by the fact that the deeper you were in it... the harder it was going to be to get back to your corpse. Many corpse runs in EQ required other players helping you. P.S. you could delevel from dying... matter of fact you could die so much that you no longer met the level requirements for a zone to enter it and your corpse and gear would be lost.
I don't see any MMO going back to punishing failure due to WOW's success.
mann9753b16_ESO wrote: »rfennell_ESO wrote: »mann9753b16_ESO wrote: »Do you miss the time when games dared to let players fail, or do you prefere the "no risk" method?
Overall, it was WOW that changed the game model. WOW showed that making death a non factor was the successful model for mmo's and no one has moved back from it.
Early Everquest was a punishing leveling grind with a penalty (of xp) for death. Compounding the hardcore leveling (and penalty for dying) was the fact that you "corpse" was left with your equipment on it and you were respawned at your bind location. So... on challenging (or even non challenging) content, you face the possibility of respawning naked a 30+ minute run to get back to your corpse. In Dungeons it was compounded by the fact that the deeper you were in it... the harder it was going to be to get back to your corpse. Many corpse runs in EQ required other players helping you. P.S. you could delevel from dying... matter of fact you could die so much that you no longer met the level requirements for a zone to enter it and your corpse and gear would be lost.
I don't see any MMO going back to punishing failure due to WOW's success.
Thats why I made clear that I was only talking about casual games. Just back then, Casual didnt mean "You win by default"