About the accessibility barriers and the two player "types"

Still the same line of thoughts. But here I archive my comments on the forums (mostly from here). Tomorrow I'll archive the comments of other players because there's a lot of interesting stuff.

I already wrote my conclusions here, before the discussion even started. The future of this genre will be for those who can provide concrete answers to these problems.

--

Rywill:
(about the distinction between "casuals" and "hardcore")
This dev is, as nearly as I can tell, exactly right: WoW has essentially two sorts of players.

Wrong. WoW CREATES those two sorts of player. That's a huge difference.

The content defines how you play, not the other way around.

- If the "content" requires eight hours of continuous gameplay, only those players who can afford that will find that content accessible.
- If the "content" requires you to have 200+ fire resist to hope to win an encounter, only those players who have access to it will be allowed in.

There aren't gaps between the players if not those that Blizzard GENERATED.

Want another example?

How many people here would be interested in 40 person raid content if they could get the same spoils in a much smaller group that would likely contain a higher proportion of agreeable personailities? There's probably somebody, but then there's apparently people who get off on having their genitals tortured with woodworking tools too.

So the reason to have the greater rewards for the biggest raids is because, guess what? Without those rewards noone would bother raiding. How funny.

Where are these "types of players" that love so much raiding to the point of doing it even if the mobs dropped jack shit?

--
The "wrong" part with raiding is not because it's wrong to have big PvE encounters in a game. But it's when these raids become mandatory to compete and be part of a guild. The need to "catch up" or be left out from the game. Getting excluded. The social outcast.

The game "continues" in that direction, but at some point you crash against a wall that is not "permeable" for too many players. Those casual players that made this game so successful.

I've seen the MAJORITY of the guilds on my server collapse and get cannibalized by bigger guilds because that's where the artificial appeal of the game is and what it demands, whether you like it or not. Or you adapt to this situation and are able to satisfy those requirements of time commitment and able to join the catass guilds, or you are out and are left watching. Those players will be encouraged to leave a guild if you cannot offer them access to the same uber stuff and remain in the game.

I'm sure that the great majority of the players would like better to stay in their smaller groups and guilds and play with their friends. To find that type of game "viable" instead of ridiculed by the insane, exponential power creep that sets differences of "second citizenship".

I really don't know why it's unreasonable to reward raids in other, different ways instead of through just highly unbalanced power differential that consequently becomes YET ANOTHER accessibility barrier to the content.

The problem IS NOT because there's this type of content available. Noone would complain about this.

The problem IS when this content becomes selective and mandatory.

One (selective) destroys the guilds and an healthy social fabric, the other (mandatory) destroys the balance and the natural competitiveness of a MMO.

--

Damien Neil:
So cancel your account, build a bridge, and get over it. Or keep playing and admit that no matter how much you complain, Blizzard has their claws into you well and good.

If I didn't care I wouldn't write about it.

If I write about it it's because things could be better and I have a passion for this genre as a whole. So its problems are what interests me and what I care writing about.

It's what will drive things forward, so it's what MATTERS discussing.

As simple as that.

--

oinkfs:
Guilds get destroyed and gobbled up in every online community I've ever been in. I don't see how that speaks for a maligned system.

Because here we have something specific and the design of the game directly affecting these guilds. *Actively* affecting this.

Most of the uber guilds are tightly locked. Even if you eventually have the time availability to join these raids you would still find rather hard to join one of these guilds.

It's again because the content shapes the guilds. If you can support a 40-man raid, all the players ABOVE or BELOW that threshold are left out. If you don't keep up with the "pace" of your guild you'll get excluded because your gear won't be able to compete with the gear of those who were able to be in 100% of the raids instead of 25%. So there's the greed for loot. The NEED for loot.

Because if you don't catch up and start winning the rolls (or pile up DKP or whatever catass point system is your guild using), you'll get excluded again. Other lucky or with more time available players will get better loot than you and will replace you in those raids.

There's a continue process of selection and exclusion. And this is BECAUSE of the design of the game.

I don't think you did an adequate job rebutting Rywill's conclusions, either Hrose. Like Dannimal said, FFXI doesn't sound so different from WoW. I've heard that they have plenty of mind numbing raid content as well.

I never said that FFXI is a better game or that doesn't have that type of raid content.

I just brought an example about PLENTY OF CONTENT (two whole expansions) that focuses of interesting, supposedly fun, consequent missions and *whole zones* that aren't there to make you insanely stronger.

You do them because they are fun, challenging and because there's a sense of progression coming from the storyline. You DON'T DO THEM because they hand out exponentially more powerful loot.

The point is: raid content can be challenging, fun and interesting WITHOUT this power creep huge unbalance. And WITHOUT creating this huge gap between the two "types" of players.

Again it's the game that encourages this alienation of the community in two distinct groups.

--

Menzo:
Blizzard Guy Exec: Congratulations, team, you now have over 5.5 million paying subscribers worldwide. WoW is, by far, the most successful US-launched (and perhaps worldwide) MMO by a huge margin! And subscriptions aren't going anywhere but up by our numbers - you've managed to grow the genre and the industry by creating what may be (arguably) the most important PC game ever made. What are you going to do now?

Blizzard Designer: Let's throw our whole game design out the window and change everything! Forget this "high end" content crap, what people OBVIOUSLY want is low-end content. Forget the fact that they're rewarding us hand over fist based on our design that puts hard-won loot at a premium.

Yes, because we all know how those 5.5 millions are there because of the raid content.

I believe that the success of the game is IN SPITE of the raid content and generally awful endgame content. Not thanks to it.

--
What about handing out good loot as the result of FUN content?

Because till today the alternative to raiding has been about grinding stuff to death.

But you can reverse the question: why the hell we *cannot* have the best loot from content that is accessible and challenging for everyone? What are the reasons preventing this to happen?

Because there must be reasons, right?

--

mouselock:
Oddly, the game already does this for me. So whose definition of "fun" do we use, then? (or, fuck, whose definition of "good"? There's plenty of "good" loot available in places other than MC and ZG, y'know.)

"Good" as "comparable".

The "fun" is easily defined by content. If removing the carrot from the raids would make the players STOP to raid completely (despite this content was available) would mean that "raiding" is unfun. As simple as that.

"Fun" means that you do something because you enjoy doing it. Not because it is mandatory to be somewhere else. It's again the example of the "journey" compared to the "destination". Which is the same shit we are repeating from 10 years. So I don't think I need to explain the basics all over again.

The point is. Raid content can be FUN. I have fun doing it to an extent. Arguably the catass guilds get loot WHILE having fun.

The point is that this doesn't translates to the casual players. Instead of giving them fun, playable content, they just slap in a pointless faction grind: "kill this worm one million of times".

As I wrote other times on this forum the problem isn't that there aren't alternate advancement paths, but that these paths suck. They are terrible. One player enduring one of these factional grind would need his brain examined. Not rewarded.

Challenging for everyone and accessible to everyone. Accessibility and challenge are, in fact, conjugate variables. The more challenging something is, by definition, the harder it is to do.

No. Because once again "challenging" =! requiring better gear.

Gear in WoW is yet another barrier between the players and the content.

Which is exactly the fundamental point that generated all this discussion.

Re: About the accessibility barriers and the two player "types"

I've been reading your posts for a while now, and i must admit lately you have drifted into a direction i cannot agree with.

Let me be clear on this from the start so we do not have a missunderstandig here, my guild (which i currently have the honor of leading) has cleared BWL, so we are in theory "hardcore".
What you missunderstand though is that raiding in wow =! raiding in EQ.
My current guild could never have competed on the EQ level (and frankly none of us would have the time for it nowadays), but even the hardest content currently ingame is so accessible that you can do it with about 3h gametime a night.
All that is required is organization from the guilds side.
Currently it's exam period at the university, so about ~30 of my members have to restrict themselves to the bare minimum of playtime.
Still 22 of those found the time to clear BWL with us in 4h yesterday.

Now let's discuss your points in detail

You say small guilds have no chance? We started with 12 people core from the old EQ days, and are nowadays at 75 members. Maybe for you that is already "big" but for us it is small. I wouldn't hesitate for a second to invite any of my guildies to spend a weekend with me, since i know and trust them.

You say WoW creates barriers by having content which requires 8 hours of continous gameplay, or content which requires 200 FR.
I call that Bullshit.
Since i made lvl 60 i have NEVER again spent 8 hours playing.
You can start MC in completly green gear (trust me, we did that) without having a single point of fire resistance, and you have a decent chance to reach and kill lucifron.
Yes at one point or another your MT will need to have a decent amount of FR (mostly for Rag) but frankly how do you want to make encounters difficult if not by something like this?

and once you got everyone in Ragnaros gear how much further is the step up for Vael?
40 points of resistance is the answer to that. An Avg. player should have 80 points unbuffed at rag, and 120 at Vael.
Where are the absurd barriers? i do not see them.

What i see is the inability to get organized and DO something.

On my server (neptulon EU) there are a total of 15 guilds/raid-coalitions which kill Rag.
12 of those are either in BWL somewhere or have cleared it.

Gear in WoW is a convenient excuse to cover up bad teamplay.
It won't matter one tiny bit if your MT does not have 415 Def in MC if your healers are awake and on the ball.

Now let us talk about the rewards, indeed a problem in WoW is the itemization in regards to PvP. a Fully PvE Geared Warrior (and i am NOT talking about the MT here since he won't do squat in PvP) is a force unlike anything ever seen in the Battlegrounds.
Our best DPS warrior (wielding the Nefarion 1h axe and a doom's edge) who is fully equipped in all "dps-plate" can kill me in 2 seconds flat.
That is indeed a problem, but is rewarding 5man or even solo content a solution to the problem?

The current problem of WoW pvp is the bad scaling of damage vs. Survivability.
In May a mage could survive 4-5 hits by any warrior / Rogue and still win. Nowadays the clothie will be dead in 2-3.

That is the root of all the whines about hardcore raid content unbalancing the game. The poorly thought out impact of the new weapons on the still at the same level remaining HP.

You talk about rewarding raids in a different way. How?
What can be done to reward someone which does not create unbalance?
correct me if i am wrong but as soon as someone can get something someone else can't a gap is already formed.

I will gladly agree that the top level of items requires 40 man raids.
I will not ever agree to the false asumption that to do a 40 man raid in WoW you need to be a catass guild in conquest style.

Re: About the accessibility barriers and the two player "types"

I've been reading your posts for a while now, and i must admit lately you have drifted into a direction i cannot agree with.

You know what? Instead I absolutely agree with what you write in your whole comment.

WoW has done an outstanding work at making the raid content so much more accessible than how it was on EQ. This is undeniable and I would never understimate this part, even if then I use to focus on the "problems" because, again, it's what I find meaningful to discuss.

WoW wiped the floor with EQ. The point is about understanding the reasons about why this could have happened.

So, why?

Exactly because Blizzard has done an outstanding work at making WoW more accessible, I've repeated this endlessly. Even when it comes to raiding. The fact that we are even discussing the raiding and criticizing it, it's because now this problem is more crucial than always.

We could have never had this discussion before. And it's one of Blizzard's merit to have brought this up. To have made these discussions a possibility.

Before, the alienation of the two "plyer types" was unquestionable. Now it isn't anymore. We are finally eroding those commonplaces.

So we moved forward. This is why these discussions are a possibility.

Now. The history repeats. As I wrote here. In the same way WoW surpassed EQ by destroying some commonplaces, the games of the future will surpass WoW by introducing something different and removing those accessibility barriers that are STILL present.

I "complain" because the journey isn't complete. And my "ranting" is NEVER devoid of ideas and suggestions pointing in a precise direction. I don't complain for the sake of it, but because I see the space for a progression.

Re: About the accessibility barriers and the two player "types"

I totally agree with that post. So much that I quit WoW before reaching level 60 knowing too well what was ahead of me.

Casual players who are truly casual (sitting 4h at your PC once a week is not being casual) cannot compete. No wonder the majority of players are single males. This sort of dedication on an even semi-regular basis is basically excluding people who have a life outside the game.

Re: About the accessibility barriers and the two player "types"

I have to admit the gap is ultimately there. And it sucks when your not one of the 'in' crowd or in a guild big enough to Raid. Players ultimately move to another guild, merge with a guild full of idiots, quit the game... When that *has* to happen to be able to play the high end content the point has been missed. If it's natural, sure, but in WoW it isn't.

It amuses me that they say you cant have epic content for 5 players, or a solo player, because it can't "scale". That's just a lack of imagination. How about zelda style minibosses where there's a trick to defeating them. Just great for solo people, they can even make them really tough and still be soloable. Why cant 5 people do something that takes a long time. At the moment blizzard epic content usually consists of very straightforward stuff... tank attacks, priests spam flash heal, DPS it to hell. Oh wow, this boss maybe moves and does adds or AoE's... EPIC...

Puzzle dungeons could be great (like the sunken temple had it's simple "turn the statues" type thing!

There is no need to make a game elitist when the main idea is to have fun.

Re: About the accessibility barriers and the two player "types"

Nice article, Abalieno. Thank you for snipping out the comments from that particular board so that I didn't have to read the whole thread (which I tried to do but couldn't because of the low maturity of the contributers -- immaturity as measured by the "if you don't agree with me you're an [expletive not deleted] moron" factor).

A few comments of my own:

So the reason to have the greater rewards for the biggest raids is because, guess what? Without those rewards noone would bother raiding. How funny.

Where are these "types of players" that love so much raiding to the point of doing it even if the mobs dropped jack shit?

I have to believe that there really are some players who would raid even without the greater rewards. I know some who say as much, so I hesitate to call them liars. Most, however, simply go (or not go) where the loot is. These are the ones who went to Stratholme, Scholomance, LBRS, UBRS, etc. with enthusiasm and then suddenly started refusing to go to those instances, one by one, coincidentally at exactly the same time they got the last piece of loot they desired from there. Then when the last of the level 60 instances got "boring" (they got the last piece of loot), if their guild wasn't making progress towards Onyxia and MC, they quit and joined a guild that was.

So yeah, most of them would stop raiding in an instant if they could get the loot some other way. It is funny: even the ones who make fun of how "gay" roleplaying is would go enter a dance contest if the reward was a piece of desired phat lewt. They'd race naked across multiple zones. They'd recite poetry in-character. It has zero to do with what's fun to them, except to the extent that getting phat lewt is fun.

Yes, because we all know how those 5.5 millions are there because of the raid content.

I believe that the success of the game is IN SPITE of the raid content and generally awful endgame content. Not thanks to it.

I'll preface my comment with a little about my playstyle: I've played WoW nearly continuously for over two years (I was in Alpha); I have two level 60 characters (Priest and Rogue); I had one of the first handful of Priests on my server and had no end of raid invitations (but didn't because I hate raiding -- I love 5-mans, the harder the better, but hate the asshat factor that comes with 20-40 players); I am not "casual", time-wise, by any rational measure; and I'm no MMOG virgin -- I played live EQ, AC, DAoC, and half a dozen others during their betas. I've played MUDs since 1987.

You're right. The game is successful for me IN SPITE of the raid content. There are a lot out there like me as well. I know because I play with them; I'm in a 100+ member guild with them (of which about 8 raid consistently). I love the 1-60 non-raid, non-faction-grinding content. I've organized or participated in numerous 5/10-man runs where we handicapped ourselves so we could enjoy lower level content again. For example, running Deadmines bare-handed and naked in a 5-man (or 3 once). Or Scarlet Monastery 10-man naked. You know what the most common comment was after such runs? "This was the most fun I've had since I was first leveling 1-60!" (paraphrasing). Notice that loot was not, could not, be a factor at all.

You know what I'd like Blizzard to do? Implement a reverse sidekick system. That is, allow a level 60 to temporarily de-level in order to do lower-level content in a challenging manner. This would allow players like me to help new characters in an appropriatly handicapped manner (i.e. - in a fun manner). Some new player with a level 35 character wants to do Gnomeregan? Four level 60s could reverse-sidekick down to help out (and have a blast doing so). Tired of doing Dire Maul? De-level five 60s for a reprise Uldaman run!

I think it would be popular. And think of how it would extend WoW's content useage.

... just a dream, alas.

Re: About the accessibility barriers and the two player "types"

Unfortunately the raiding game in WoW is not hard. It is hard for the first people to get there. Once they work out how to do it, its over. Game over, finished, closed, done. They've won and so will millions of others once they release thier results on message boards or as CQ did with MC for bragging rights. In fact, even if guilds don't follow cheat sheets, logic dictates that after enough tries they will figure it out. Once they do, its just a matter of repeating thier previous steps to the letter week in week out, to farm the content. Whats so hard about repeating the same movements over and over again? Monkeys can do that.

Re: About the accessibility barriers and the two player "types"

Perhaps ironically, despite what I wrote above I have raided Onyxia, MC, and Zul'Gurub multiple times during the early, non-farming phase. You know, the learning part when you wipe over and over and over. But I've never participated in the easy repeated farming stage. Nor do I want to. As I said, I hate raiding. I only did what raiding I've done because you have to try something before you can decide if you like it. ;)

Re: About the accessibility barriers and the two player "types"

Want a fun game that doesnt penalize you for not playing 24/7?
want a game that ANYONE can get the best gear in game in?
want a game that doesnt reward only "High end" guilds that Require you to raid "End game" content 12 hours a day?

Play Guild Wars

Its a PVP based game, but theres an endless amount of PVE / quest / mission content, that actually Follows a storyline/plot. "End game" gear is obtained from merchants, not dropped by mob001, crafted for you, and untradeable and unwearable by anyone but you. Play at your leisure, collect the items you need, sell the ones you dont, and Viola, theres your "Epic" armor.

I played EQ for 6 years starting when it went live
I have played WoW since it went live
My EQ accounts are long gone, WoW is still active, but i rarely play
GW is it for me.

Be as casual or hardcore as you want to be, and still fit in without falling behind.

Cant find a group? Fill your group with NPC henchmen to fight with you, never again sit for hours spamming LFG in public channels.

Is it a perfect game? Absolutly not, but for a game with no monthly fee and the design of the gameplay, i think it will suit many peoples needs and wants.

SOE can kiss my ***
Blizzard can go jump in a lake
Arenanet and NCSoft have my vote.

Re: About the accessibility barriers and the two player "types"

As a casual (i.e. time-limited due to having a full-time job) WoW player, this sums up my experience so far. Because of the limited time I have for playing WoW, it has been difficult to find a guild or even a regular group of friends to group and play with, so I end up mostly playing solo. Solo play was enjoyable up through about level 25, but now I see its limitations. Killing mobs and doing quests is gnenerally fun, but I have discovered that the only way to get good gear is by running instances, which is very unrewarding as a solo player. All the instances that are high enough in level to drop gear I would want are not possible to for me to solo. If I solo instances that are low enough in level for me to survive, the gear drops are too low in level to be any use to me. So as a mostly solo player, the only way for me to get good gear is to buy it on the AH, which is ZERO FUN.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.