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Reader Comments (5)

Posted: Mar 17th 2008 3:43PM Scopique said

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Good post, although asking developers to not get the players hooked like like asking car manufacturers to not offer a smooth ride and a decent stero system, or a restaurant to not offer delicious and ingenious cusine, or a TV network to not offer engaging and interesting programming.

Every product and producer has one goal: addict the consumer to the product. Not necessarily as a physical addiction, but they want to position their product as a "thought leader", to be the first thing that the consumer thinks of when he want's to eat, watch TV, or play a game.

In the case of MMOs, the developers main goal is to retain the subscriber. Their current method is, of course, to lead the players towards that "just one more quest and I'll call it quits" feeling. Really, this should have nothing to do with the amount of time one spends in-game, but it does. Some quests are amazingly short and effective, while others are just so friggin drawn out that you wish you could slap the NPC who gave you the quest in the first place.

The more time a single quest takes, the fewer quests that the developers have to create in the world. If WoW (or at this point, EQ Classic) were nothing but a bunch of 5 minute mini-games, consider how many of these mini-games there would have to be to entice the player to stick around more then a month! These MMOs would end up being more like WebKinz then the MMO genre we know today.

But how long a player plays per session is always in their own hands. Some people play for an hour a night, or just a few a week. Others neglect their families, or drop dead at an internet cafe. I don't think you can really say that developers have a say in how "addictive" the players find their games, really. Some people live for WoW, others have tried it and have quit. It's not the game, it's the player.

Posted: Mar 17th 2008 4:45PM Ghen said

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If you have an addictive personality then you should steer clear. Same thing with drinking and gambling. If you can't hack it, don't jump in to begin with. Maybe MMOAnon needs to be created?

Posted: Mar 17th 2008 5:00PM GRT said

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"Add up all the time across all your characters and you'll see how much of the last X number of years you've spent in an online world. For me, as you might imagine, that number is pretty high"

If only there was a /played command for watching tv. We could run that against these people griping about us spending too much time playing games.

Posted: Mar 17th 2008 10:19PM Impulsivity said

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These games are very deliberately designed to take as much time as possible to preclude other activities and keep people playing and paying. Look at WoW for instance. It has badge rewards and the good rewards take 100 or so badges. If you do a heroic instance you get around 3-5 badges and it takes between 1 and 2 hours depending on group quality. That means for one item you will have to play and average of 33 hours. Considering you have something like 14 equipment slots thats a lot of time. PVP rewards are very similar. A good item takes around 15000 honor and most players will get just under 1000 honor an hour, thus one PVP item takes at least 15 hours of battlegrounding possible more if there are long ques or you lose a lot.

Raids could be more rewarding then they are, but they're purposely made unrewarding to keep people doing them multiple times. Instead of having 2 drops from a loot table of 20 options it would be very easy to give everyone a token for their armor or weapon of choice upon completion of a raid, thus if they did the raid 4 times they could get the 4 items from the boss they wanted. This of course would never be done since doing the same encounter 30 times to get a 25 person raid most of the drops it needs for the next tier (lets say 6 hours per run, 30 runs, 180 hours).

This is where the job analogy comes in. Do you spend 40 hours at a job you probably don't like that much because its fun? No you do it to keep up because you feel a need to accomplish this or that financial objective (buy this, rent that). The same thing is what drives behavior in WoW. People don't want to be left behind in progression so they raid 30+ hours a week and spend all that time doing BGs and heroic dungeons. Then of course a new patch makes the last tier of gear obsolete leading to another set of 30+ hour a week raids and so on. At the end of all that the cap goes up and everything becomes totally useless leading to, you guessed it, a whole new process. I wish more games....any games...would use an objective oriented process where if you can do the raid, you get the item instead of a grind oriented process that asks you to redo things you've done once 100 times.

Posted: Mar 17th 2008 8:21PM aboutblank77 said

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Pfft. Your definitions of value are arbitrary anyway. The time you spend working on a wow character vs achieving a life goal are equally worthless. One day you'll die and all of it will have been for nothing.

My /played time is in the months range. I'm far more ashamed of my years of /lived time. It's not gonna contribute anything to my afterlife. At least WoW has contributed memories to my life after I finished playing. Experiences I can share with other people.

Obviously since ultimately WoW is a part of life, those memories and experiences are worthless as well, but I think the relative comparison still stands.

WoW means more to your life than your life means to the universe.

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