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Reader Comments (27)

Posted: Feb 17th 2009 7:48PM godlyhalo said

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I quit WoW about a week ago because, well it was to easy. I had started again the day Wrath came out (quit 2 years back), in about a 2.5 month period I went from 1-80, became fully epiced out, became a raid leader of a semi decent hardcore raiding guild, knew every boss fight and how to beat it.....Effectively it came to the point that the only thing I could do to have fun was raid. Everything else I had already accomplished and their was no incentive to go out and do anything really. Once raids stopped being fun, I quit. I play MMO's to have fun, If an MMO or any game for that matter, can keep me playing because it is FUN to play, well that count's the most!

Posted: Feb 18th 2009 2:47AM Graill440 said

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The next Dev Primate that tells me the "TECH" aint available...i swear...


Want to make an MMO challenging? Make it fun? Make it interesting? Make it unique?

On the fly scalability with dedicated dev monkeys constantly changing terrain, dungeons, encounters, etc on every server daily, instance or world encounters from 1 to 100. I mean really, you french make hundreds of millions of dollars with WOW, use a little of it, i might even give you some of my money...(lawl, NOT)

What does it take to make a world encounter for a hapless victim roaming in the open finding death staring at them by mere chance (or not), and instead of battle, a contest of wits ensues, you lose the contest and your food. Just an example you cant use, but hey devs dont have common sense or imaginations do they?

Posted: Feb 18th 2009 8:54AM wjowski said

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And who exactly are you to look down on developer 'primates'? Care to show us your super special awesome MMO?
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Posted: Feb 18th 2009 10:49PM (Unverified) said

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What a myopic view you have of Game Development.

Firstly, what you have there is a mechanism, not a form of gameplay. Change it how? Change it why?

Secondly, it's technically unfeasible - change it whilst people are using it? How does THAT work? Also, unless you have a RATIONALE for those changes, you might as well use a random number generator as a skilled professional - so what rationale are you going to use?

Chance makes a poor motivator. People like to see cause and effect, which is the reason why your last paragraph is nonsense.
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Posted: Feb 24th 2009 9:40AM (Unverified) said

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I see the agenda continues. A Large chunk of the player base thinks it's too easy?

Since when does 2% of 13 million people equal a large chunk? Honestly last we we had a porn star reading a script about how easy the game was this week we have this crap...does anyone actually believe this social engineering is going to work? Raid or die is gone foever not only in WoW but all MMO's, The genre has moved past that.

The bratty contingent that belives the only way they can enjoy content is to deny most everyone else the experiance needs to get over it.

Posted: Feb 24th 2009 10:03AM (Unverified) said

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Wow is a hobby. It isn't easy or hard in and of itself.

Its become more accessible, because the base mechanics have become easier for the uninitiated. So some of the old accomplishments like leveling or getting into purple gear has become easier. But at the same time, the top end has become a lot more dynamic with hard mode achievements that award better gear, titles, or mounts. If you like easy, you can have easy. If you like hard, you can have hard.

Posted: Mar 20th 2009 2:03PM (Unverified) said

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I don't think blizzard realizes what it lost from the old raid environment. Yes the games original difficulty was largely based upon a time commitment, however an online community based upon thoughtful collaboration of players, leaders and guilds (not to mention players with unique character roles) was once enjoyed, that in today's Wotlk is no longer necessary because almost every instance is best "pugged" on the individual players own schedule. As well, the initial feel of having a character with a class role that others couldn't really fill created a fun and unique game experience in raids. One felt "needed" in order to complete a raid; to function strategically. Indeed blizzard has sacrificed a unique online experience for a more accessible, gratifying game play. However, blizzard should not take for granted their monopoly on the computer gaming world - surely generations of game-designers to come are aware of what addictive qualities the first warcraft design possessed.

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