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Reader Comments (4)

Posted: Nov 29th 2007 5:26PM Scopique said

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Blame the players, not the developers. With online databases like Curse and Thottbot, player's aren't the least bit interested in being surprised. They want to plan out their advancement levels in advance to make sure they do the maximum DPS.

When players start caring about the journey then the destination, then we'll see a change.

Posted: Nov 29th 2007 6:11PM (Unverified) said

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Mystery is only possible with live content. I agree with the source article, mystery and suspense are essential plot elements to keeping us hooked.

As for the Collections system, I agree it looks like an interesting game mechanic. But only if it leads to something; say, collections unlock quest content or some rare items can only be retrieved by completing certain quests. It's a pipeline that you can use to funnel players towards underutilized content.

@Scopique: Interesting insight about caring about the journey instead of the destination. Which leads back to a previous conversation, where I stated that connecting the players emotionally to the story and lore is the essential part of making them care about story elements instead of high levels and repetitive loot grinds.

Posted: Nov 30th 2007 12:16AM RogueJedi86 said

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Coherent: "As for the Collections system, I agree it looks like an interesting game mechanic. But only if it leads to something; say, collections unlock quest content or some rare items can only be retrieved by completing certain quests. It's a pipeline that you can use to funnel players towards underutilized content."

So you mean it's best if content like a Collection System funnels people towards zones/planets that aren't so busy? That's why The Village was introduced to SWG way back in the day for Force Sensitives/Jedi, and then reintroduced in the latest SWG Chapter: to funnel people towards Dathomir(previous a too dangerous planet that was infrequented) with new content.

Is that what you mean? Because I like that, funnel people into the quieter zones, so the game/world/universe as a whole feels more populated, with the large player populations spread out more evenly.
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Posted: Nov 30th 2007 6:09AM (Unverified) said

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"Blame the players, not the developers. With online databases like Curse and Thottbot, player's aren't the least bit interested in being surprised. They want to plan out their advancement levels in advance to make sure they do the maximum DPS."

Exactly, when I was playing EQ there was very little information on the quests ect, most information was passed around on message boards and alike (until Allakazhams), and to be honest it was more fun. But this day and age where people don't want to spend hours in the game unraveling some huge quest that not many people have done ... well because of the other 5-6 million people who play it some one has gotten there first and automatically uploaded that quest data by a mod that doesn't even require interaction. It's all automated to update to a website where million visit daily.

So any quest that is put in is solved in hours rather than days and weeks (which it would previously), and that carefully crafted questing experience that the devs took months making is decimated in hours. Yes it's a choice to go look at these sites but if you are limited for time on your game then people are always going to take the easy way out, if it is offered that is.

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