bentcurve
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#111
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I feel like you must have not spent much time in older mmo's. Those "tedious" task also help build the community as you usually brought other people along to do them. Also, it makes things more special when only you and a few others have something, vs. half the world.
To use an example you might be more familiar with. In vanilla WoW, which was very grind heavy btw, when you saw someone in Naxx gear it meant something. So few guilds had the time and resources to get in there that is was an accomplishment when you did it. It showed organization and community as much as an ability to push the right button and not stand in fire. The gates of AQ is another great example. The grind for the resources on that was terrible, but I was part of the two guilds that opened the gates on our server and that feeling was awesome. Everyone on the server knew it was mostly us, and that counts for something.
Yes, it is just time. You are right. However, it is also about dedication to the online community and world you are supposed to be a part of, and this is the part I think new mmo's fail at. Everyone wants to make everything soo casual friendly that it kills the spirit of the community.
Tedious, sure, but still important. Also, and I will repeat this because it bears repeating, a huge part of the MMO genre. To those that say "the genre has changed" I would ask where? If you mean TOR or current WoW, sure, I guess, but both of those games are sacks of [filtered] for it. Rift? Sure, I guess, but it is also not very good and leaking subs faster than a bucket with no bottom. So show me a great, amazing MMO that got rid of the grind, of the tedious task. Show me this great innovation that changed the Genre.
All you can point to is the success of WoW, which was full of grinds until WotLK. How many reps in BC? How many tiers? You needed what to make a flask?
I guess crafting is just a tedious grind too? It seems to me that you want to strip the genre of its DEFINING characteristic and make it something else. Maybe LOL or DOTA is more your flavor, but I do not think MMORPG's are
To use an example you might be more familiar with. In vanilla WoW, which was very grind heavy btw, when you saw someone in Naxx gear it meant something. So few guilds had the time and resources to get in there that is was an accomplishment when you did it. It showed organization and community as much as an ability to push the right button and not stand in fire. The gates of AQ is another great example. The grind for the resources on that was terrible, but I was part of the two guilds that opened the gates on our server and that feeling was awesome. Everyone on the server knew it was mostly us, and that counts for something.
Yes, it is just time. You are right. However, it is also about dedication to the online community and world you are supposed to be a part of, and this is the part I think new mmo's fail at. Everyone wants to make everything soo casual friendly that it kills the spirit of the community.
Tedious, sure, but still important. Also, and I will repeat this because it bears repeating, a huge part of the MMO genre. To those that say "the genre has changed" I would ask where? If you mean TOR or current WoW, sure, I guess, but both of those games are sacks of [filtered] for it. Rift? Sure, I guess, but it is also not very good and leaking subs faster than a bucket with no bottom. So show me a great, amazing MMO that got rid of the grind, of the tedious task. Show me this great innovation that changed the Genre.
All you can point to is the success of WoW, which was full of grinds until WotLK. How many reps in BC? How many tiers? You needed what to make a flask?
I guess crafting is just a tedious grind too? It seems to me that you want to strip the genre of its DEFINING characteristic and make it something else. Maybe LOL or DOTA is more your flavor, but I do not think MMORPG's are