3 ms·
Personalization came along in MMOs around the same time, and it was hard to communicate the difference to people between a persistent MMO zone as a "place" wher
by mapt 2mo ago
Personalization came along in MMOs around the same time, and it was hard to communicate the difference to people between a persistent MMO zone as a "place" where people and things exist, even if those things are inappropriate for your character or hostile to the point that you can't survive there or too crowded for the intended flow... versus an instanced MMO zone, a little pocket universe for you specifically that has no strangers in it, which is more of an "experience" or "cut-scene" for you to imbibe prepared content.
A heavily instanced MMO may as well be a single-player or co-op game with a shared chatroom as a lobby, there is absolutely none of the emergent play, none of the characterization of players & groups of players, nothing original. Instead, give me the same ground to walk on as everybody else, even if our tread wears all the grass off of it; Half of my life in these games was getting bored waiting for a mob to spawn and fucking around making friends waiting in line, or ganging up on the guy who wanted to cut in line, or waging war on the clan that currently controls the needed territory, or grouping together to fight mobs higher than I should be able to hit (which the instance will just Adjust Downwards). Instancing and other auto-personalization algorithms cut the annoyances that are central to human socialization, achievement loops, and wayfinding.
- hamdingers 2mo agoSimilar impact to non-massive multiplayer online games. Skill based matchmaking destroyed the third place that once existed on public game servers. I still don't understand the appeal of an online game where you're algorithmically guaranteed a ~50% win rate after a calibration period. Seems to be selling well enough though.
- rightbyte 2mo agoI think the lure with matchmaking was that when it was introduced, it made you really good compared to before by easier access to better practice. In Data 2 the skill level shifted upwards enourmously for pro players and I feel also for normal players. But the scene also got kinda lame and boring with too optimized strategies.
- hamdingers 2mo agoAnd in the process I think it alienated all the players for whom getting really good wasn't the goal. I never wanted to be the best CS:S player, I wanted to hang out with the regulars on the server I was a regular at. Like a bowling league or a group bike ride.
- rightbyte 2mo agoAn analogy would be automatic raid wait rooms in WoW. Like what is the point of making grinding in games more efficient as you remove the fun and social aspect and the advantage of organizing a party.
- ziiinq 2mo ago[dead]