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Interesting, that's exactly the same thing that happened to UO also. And catering toward these players seems to be the reason why WoW succeeded so massively. It
by Alex3917 6y ago
Interesting, that's exactly the same thing that happened to UO also. And catering toward these players seems to be the reason why WoW succeeded so massively. It's unfortunate because the risk of getting killed and losing everything on your player is really the core of what made these games fun in the first place.
- the_af 6y agoHigh risk of getting killed and losing all progress is probably hostile to the more casual players. I think it could be worked around if getting killed was not a big deal -- if much like in roguelikes, getting killed and restarting was part of the fun. But in traditional MMO games with grinding and accruing experience and loot, getting killed and losing stuff does seem like a big deal. Maybe it's an inherent flaw of grind-based gameplay?
- Alex3917 6y ago> But in traditional MMO games with grinding and accruing experience and loot, getting killed and losing stuff does seem like a big deal. It wasn't all your stuff. The bulk of your assets would be in your bank account or, if you were wealthier, in your house. The only stuff you would take out into the wilderness or into a dungeon is whatever you needed for that particular trip. So your losses would be limited to whatever you brought with you, plus whatever loot you had accrued while hunting or mining or whatever. So yeah if you were only playing for 20 minutes a day and you were constantly dying, I understand why it would be bewildering and upsetting. But if you were actually playing for 5+ hours a day because you were 12 or whatever, it was just part of the fun.
- the_af 6y ago> But if you were actually playing for 5+ hours a day because you were 12 or whatever, it was just part of the fun Haha, agreed. If you are 12 it's no big deal. I wonder what's the target audience and age for current MMO games.