EasymodeX
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#121
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This thread is silly and illustrates what's wrong with the post-WoW MMORPG era.
1. "MMORPGs require gear progression".
False: MMORPGs require character development and customization. This can come from various sources. RAs, RRs, AAs, the list goes on.
2. "Gear progression equates to stat progression".
False: Several games include a wide variety of gear at the same "tier" and otherwise have few, if any, "tiers" of gear. This is for cosmetic and rarity purposes. Players in these games have demonstrated a repeated commitment to acquiring rare / better-looking gear, regardless of the stats.
3. "MMORPGs require grind".
False: The term "grind" refers to a repetitive activity that has no inherent value, and instead functions as a timesink in order to obtain a separate, distinct, and non-intuitive reward. For example, killing 1,000 rabbits for a rabbit charm of +100 is a "grind". The link between killing 1,000 rabbits and acquisition of a miscellaneous piece of gear is artificial at best.
4. "Repetitive activities = grind".
False: An activity that has inherent value is not a grind. For example, when playing counterstrike, is the activity of moving, shooting, and killing another player a grind? No -- even though you must repeat these activities ad nauseam for a win, these activities have inherent "fun" value. As a result, we may eventually characterize it as "repetitive", or "stale", but it is never a grind. As a non-FPS example, the activity of PvP in DAOC, UO, SB, AC, was almost never a grind. In Warhammer, PvP was mostly not a grind.
False: A repetitive activity that is non-mandatory is not a grind. It becomes a farm. For example, if killing 1,000 rabbits rewards you the title "Rabbit Slayer", then that is typically considered a farm. This is because players treat titles as "optional" or "non-mandatory" for gameplay. As a result, people do not treat the activity as a grind.
5. "MMOs aren't MMOs without gear/grind".
False: MMORPG = MMO RPG. MMO = massively multiplayer. It defines a game where you have "lots" of other players. "Lots" equates to an order of magnitude more than normal "multiplayer games", which traditionally have up to 32 simultaneous players. MMOs feature hundreds or thousands of players that can interact in the same world. RPG = role-playing game. RPGs are defined by a method of gameplay that relies on a story and character development. This development has traditionally been simulated by "stats" to quantifiably define a character. Nowhere in the definition of an MMORPG do you automatically include grind, or gear inflation, etc. Gear and grinding have become mainstream due to EQ-WoW and the replication of their successful business model.
Edit: To be clear, for the WoWtards that have a difficulty comprehending: WoW's is not the only successful model. It is only the largest to date. Ironically, the reason for WoW's success aren't even related to the topic of grinding or gear progression. Its longevity is mostly due to its stellar UI, UI customization, responsive controls, and breadth of content (hard not to have after almost 10 years of development), low graphical requirements (you begin to appreciate how bad the average gamers' PC is when you stare at a LoL loading screen and wonder how the hell people can load a full minute slower than you when your PC is 4 years old), solid art quality, etc.
Gear/grind is simply the framework WoW used to anchor its game, and it's effective, if not healthy. Kind of like Burger King.
1. "MMORPGs require gear progression".
False: MMORPGs require character development and customization. This can come from various sources. RAs, RRs, AAs, the list goes on.
2. "Gear progression equates to stat progression".
False: Several games include a wide variety of gear at the same "tier" and otherwise have few, if any, "tiers" of gear. This is for cosmetic and rarity purposes. Players in these games have demonstrated a repeated commitment to acquiring rare / better-looking gear, regardless of the stats.
3. "MMORPGs require grind".
False: The term "grind" refers to a repetitive activity that has no inherent value, and instead functions as a timesink in order to obtain a separate, distinct, and non-intuitive reward. For example, killing 1,000 rabbits for a rabbit charm of +100 is a "grind". The link between killing 1,000 rabbits and acquisition of a miscellaneous piece of gear is artificial at best.
4. "Repetitive activities = grind".
False: An activity that has inherent value is not a grind. For example, when playing counterstrike, is the activity of moving, shooting, and killing another player a grind? No -- even though you must repeat these activities ad nauseam for a win, these activities have inherent "fun" value. As a result, we may eventually characterize it as "repetitive", or "stale", but it is never a grind. As a non-FPS example, the activity of PvP in DAOC, UO, SB, AC, was almost never a grind. In Warhammer, PvP was mostly not a grind.
False: A repetitive activity that is non-mandatory is not a grind. It becomes a farm. For example, if killing 1,000 rabbits rewards you the title "Rabbit Slayer", then that is typically considered a farm. This is because players treat titles as "optional" or "non-mandatory" for gameplay. As a result, people do not treat the activity as a grind.
5. "MMOs aren't MMOs without gear/grind".
False: MMORPG = MMO RPG. MMO = massively multiplayer. It defines a game where you have "lots" of other players. "Lots" equates to an order of magnitude more than normal "multiplayer games", which traditionally have up to 32 simultaneous players. MMOs feature hundreds or thousands of players that can interact in the same world. RPG = role-playing game. RPGs are defined by a method of gameplay that relies on a story and character development. This development has traditionally been simulated by "stats" to quantifiably define a character. Nowhere in the definition of an MMORPG do you automatically include grind, or gear inflation, etc. Gear and grinding have become mainstream due to EQ-WoW and the replication of their successful business model.
Edit: To be clear, for the WoWtards that have a difficulty comprehending: WoW's is not the only successful model. It is only the largest to date. Ironically, the reason for WoW's success aren't even related to the topic of grinding or gear progression. Its longevity is mostly due to its stellar UI, UI customization, responsive controls, and breadth of content (hard not to have after almost 10 years of development), low graphical requirements (you begin to appreciate how bad the average gamers' PC is when you stare at a LoL loading screen and wonder how the hell people can load a full minute slower than you when your PC is 4 years old), solid art quality, etc.
Gear/grind is simply the framework WoW used to anchor its game, and it's effective, if not healthy. Kind of like Burger King.
Edited by: EasymodeX
about 1 year ago