Reward-driven mentality
Precisely. They seem to want us to enjoy ourselves (for purely selfish reasons of course, as activities that happen to be enjoyable in their own right work better at retaining players than rewards alone), but they're bad at using operant conditioning to lead us to enjoyable activities. Look at AE for a reward system that they were shocked, shocked that players farmed the crap out of. Look at PvP for a potentially enjoyable activity that they seem to have no clue how to incentivize.
|
The assumption here seems to be that some significant part of the playerbase is miserable, and I just don't see it. Sure, people gripe and moan a lot on the forums, but that's just human nature -- they're blowing off steam or making a play for attention. We all have parts of the game that sometimes frustrate us or that we wish were different. But if people were fundamentally not enjoying themselves, they wouldn't be here.
|
From personal experiences and from examining the lives of people, including people who've listened to me and told me they were happier in the long run (I was as surprised as you are at hearing this), I actually fully believe that more people are miserable playing this game, and indeed any MMO, than you might suspect. A lot of the "blowing off steam" aspect of forum fights, rants and flame wars actually harkens back to this - the game is pissing people off, but they put up with it. They put up with it and put up with it and put up with it until something comes along that just puts them out of their skin and you get disproportionate, irrational anger in response. It's usually "not just that," it's a whole series of problems and gripes and irritants pent up over many years that really add up to a lot of bile once the person stops trying to justify and excuse the game.
People are susceptible to suggestion in a lot of different ways, and the strongest suggestion comes from actual inanimate objects, I've found. This usually comes in the form of convincing people that they like or want something that they actually don't, usually through some kind of logical fallacy. You can see this in something as simple as peer pressure causing people to think they want something because they've been conditioned to believe that's what they should want, and that there is something wrong with them if they don't want it. The insidious part about these kinds of conditioning is that people don't actually realise what's pissing them off, just that there's SOMETHING the matter, but nor what specifically.
Now, that's not to say people who play MMOs are idiots or somehow weak-willed. All I'm saying is that it takes quite a bit of introspective reasoning to actually work out the logical trail of one's own emotional responses, and the results are often surprising once a person is willing to consider the unthinkable, where "Maybe I really shouldn't play this game any more even after six years of it?" qualifies as unthinkable within context.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
Now, that's not to say people who play MMOs are idiots or somehow weak-willed. All I'm saying is that it takes quite a bit of introspective reasoning to actually work out the logical trail of one's own emotional responses, and the results are often surprising once a person is willing to consider the unthinkable, where "Maybe I really shouldn't play this game any more even after six years of it?" qualifies as unthinkable within context. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
True, but I'd hope there are more (WAY WAY WAY more) folks who say "I continue to play this game after six years because I find the content that keeps coming out to be fun." If not this game (hell most mmos) might be in trouble.
|
In another example, I've recently shared with a few friends of mine that "I am done with Blasters." I've been trying to make the AT work the way I want it for years, I've lobbied for changes, run numbers and I even have no less than three level 50 Blasters. And it took a combination of quite a few factors to make the experience just painful enough for me to stop and wonder: "Why do I keep trying to play the AT when I clearly and obviously don't want to?" And the answer is one part sunk costs (I have 3 50s, after all - I need play the AT, right?), necessity and just habit, I guess. However, with the advent of Inherent Stamina, the I18 changes to Brute Fury and my recent deletion and rerolling of a level 50 Scrapper, I have become keenly aware of just how much I hate playing Blasters and how much I no longer NEED to.
Right as I type this, I'm already making plans to decide what to reroll each of my 3 50 Blasters as, and I already have some ideas. AR/Dev can go Bots/Traps Mastermind, Energy/Energy/Force can go Energy/Energy Brute, Fire/Fire/Flame can go Fire/Fire Scrapper... Yeah, I'll be deleting a lot of 50s, but I do not want to torture myself doing something I don't want just because I feel obligated to like all of my characters. I am not obligated to them, and I will not piss myself off with them any more.
And it took me seven years to finally admit to myself that I had been dead wrong for seven years, and I'd wasted probably over 2000 hours of my life.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
I will do many things I do not enjoy to have things I do enjoy. Certain actions in video games are one of those things.
If after a hour of farming the game asked me with a dialogue box "Since you obviously intend to do this for quite some time, how about we just give you X reward?", I'd click yes and move on to what I really wanted to do in the first place. The enjoyment may be in the journey, but some of the sights on that journey suck. |
Hehehe, that'd be "awesome" if the game did that Then again if it did that, there should just be a button or an NPC that sells you whatever you want for free....that'd be even better
Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991
FULL STOP. STOP assuming right of the bat that most folks aren't having fun doing activities that you don't find fun.
|
I do not like to play the regular missions really. I have no desire to slot a level 40 character to run missions with it. What's the point? I am gonna have to slot the toon out at 50, and even if I respec at that point, I will not get all the stuff off the toon to put in my next 40 that can use it, so I choose not to play those lowbies. I get them up to 50 ASAP, and tht is when I start to play them. I have done enough low level missions getting my other toons to 50 why do it all again?
...
*edit* Before I forget: I find no shame in achieving a monumental goal, then turning around and saying "This was not worth achieving. I have it now, so I'll take pride in that, but I do not want to do this again." |
Hehe, that whole post summarized my feelings when I was lvl'ing up my Peacebringer. I hated to do it/play the toon for 95% of the time but I wanted to get him to 50 just so that I can say "I have 1 lvl 50 of each AT."
I've done it and will most likely never touch my PB again
Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991
Try something real quick: Think back to when you first started playing the game, and why. I can guarantee that, whatever your reason for playing the game was, it did not involve purple drops or Incarnate Shards. In fact, I would go so far as to say you started playing the game because it was fun.
|
It's possible you don't care about progression, and it's also possible you are viewing the game's past through rose colored glasses. I can tell you that before there were shards or purples or any of these more recent things, there were other rewards we "worried" about. SOs. Inf to buy SOs with. XP to get to the next level. Sure the game was simpler back then, but the core motivations for a lot of us were the same. We wanted progress.
I love the combat in this game, but with no sense of progress, I would have stopped playing after probably a month, max. People who are obsessing about purples and shards and whatever are taking that same concept to other, newer and alternative progress methods. They still represent progress for our characters, but it's progress that isn't directly measured in XP.
Whether that mentality is healthy or not depends on the players in question, their expectations, and how well they line up with both the body of their fellow players and the dev's vision. If you have expectations that are out of line with both the devs and a lot of other players, you're probably out of luck.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
So if real life ain't fair, we want our games to be fair so we feel better. If real life is hard, we want games to be easier to compensate. If real life is comprised of all work and no play, we want games to be more play and less work.
|
I've seen people who conclude that the only reason anyone would want things to work this way is so those with more (due to greater expenditure of effort/time or just more total time spent) can lord their greater rewards over other people who have less reward. I think that's one of those wonderful straw-men which people who can't understand someone else's perspective use to demonize it since it doesn't fit in their world view. I just want my time spent to mean something, and more time spent to mean more.
If it doesn't work that way, then why am I spending time doing something? I have never found any video game that was so engaging on its own that it could keep me playing it for nothing more than the very sake of playing it. This is even true of "stateless" games. MMOs have a stateful nature, because our characters change over time and the game remembers those changes. But traditional FPS games had no state. (Modern FPS games have some stateful nature that makes them more MMO-like, but I'm talking about older ones that had zero state.) And yet, I played them for hours on end to get better at them. I became the place state was stored instead of some server, but there was state nonetheless, and how much progress was made still depended on how much time I spent working at earning it.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
*edit*
Before I forget: I find no shame in achieving a monumental goal, then turning around and saying "This was not worth achieving. I have it now, so I'll take pride in that, but I do not want to do this again." |
I've spent a couple billion on my EN/EN blaster build to make something that actually has nearly capped recharge. Was this to min/max offensive output? Actually, no. It was to give me that same freeeem experience of shooting energy almost non-stop. Lets face it: its Energy Blast. Its not going to be winning any pylon races. But its fun to be able to just shoot at everything without pause like you're trying to vaporize your own fingernails. I actually respeced back into power bolt and out of power burst (which is a net reduction in DPA) to get that bolt/blast/bolt feel.
So on the one hand I set a pursuit target for myself (three, actually: I'm currently updating three builds). But that target was a fun target, not an antiseptic paper target. I want freem-speed blasting. That's how I balance my need for a progression target with my need to have a fun interesting gameplay experience. I've never seen min/maxing and concept building to be intrinsicly exclusive, and that's probably why. I don't accept (some) other people's definition of "min/maxing." I pick a concept, and then I optimize myself into the best possible execution of that concept. And some of my concepts can be a bit out there.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
That's how I balance my need for a progression target with my need to have a fun interesting gameplay experience. I've never seen min/maxing and concept building to be intrinsicly exclusive, and that's probably why. I don't accept (some) other people's definition of "min/maxing." I pick a concept, and then I optimize myself into the best possible execution of that concept. And some of my concepts can be a bit out there.
|
To wit, it's usually a given that min/maxing is intended to achieve the best reward/time. If that was all I cared about, I would only play, I don't know, Fire Melee/Shield Scrappers or something. But I don't even have a FM/SD, or a Fire/Kin, or any of a number of other classic FotMs that became FotMs because they were perceived as the best way to earn XP, inf, drops, tickets, or whatever per unit time.
That's not how I roll, pun intended. I come up with a desire to play some AT+powerset or other, then come up with a concept, then see if I actually like playing it, and then I make it the best I can at whatever it does. I also try to make it as good at fighting as it can be, because progress in this game is achieved by fighting, and I like to solo.
So min/maxing is all about goals. My goals are to try different AT and powerset combos, and to solo hard content on elevated difficulty settings. Other people have subtly different goals. My goals may be able to fit in with other people's at a high level, but the trade offs I am willing to make are likely not the same as theirs. "Min/maxing" is treated like its a cookie cutter discipline that leads to everyone doing the same thing, but it's not. It may lead to lots of people doing similar things, but if you dig deeper, there's significantly more variety than I think a lot of people who poo-poo it would realize.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
...
Not at all. I'm just wondering why people spend so much time doing something the don't enjoy in order to get a reward out of it, when that time could be spent doing something perhaps less rewarding, but more enjoyable. When people use terms like "work" and "effort" to describe something meant for entertainment, it makes me scratch my head. I can't think of any time in my life I have ever "worked" at watching a movie, or put "effort" into a TV show. ... |
I don't get it. Regardless of the fact that it is, apparently, burned in the DNA of most humans and is considered 'normal' the in-ability of most humans to actually relax is astounding and sad. We are not relay wired to truly relax.
Also,
... I actually fully believe that more people are miserable playing this game, and indeed any MMO, than you might suspect. ...
|
Humans are hunter/scavengers. We always have been and changing our programming at that level is not something that will, if ever, be changed easily.
This leads us, even when we are trying to relax (ie. not think about the rest of our lives) to seek rewards and re-assurances. And we go right back to cognitive dissonance. As humans, we need to be reassured that the choices we make are the 'right' ones. Getting a reward of any kind, even virtual, enables our brains to turn on our pleasure centers and 'feel' that we did the 'right' thing.
That's why any reward, XP, Inf, badges, whatever is something that allows people to tell themselves they made the right choices. This is why people are able to delude themselves into thinking the 'chore' they are performing is 'fun', because the brain is telling them they did the right thing.
At least, that's how I see it.
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45
SPT:
IMO, the distinction is more that they want and expect us to keep playing the Skinner box they built, but are unhappy when we find a way to bypass the intended mechanisms - the levers and buttons - in favor of breaking into/prying open/etc the reward hopper and gorging ourselves on All The Pellets. (And then, players being players, demand that the hopper be refilled immediately so we can continue.)
The Devs have tried again and again to make a box that can't be broken into, but players are a cunning lot, and there are lots of them.
My characters at Virtueverse
Faces of the City
On a different level COH has great missions and stories. But there is little to no carrot. I'm rolling in influence, shards, have a multi billion influence base and really have nothing left to do except reroll and do it all over again. Repetition without rewards is dreadful...
...Most want to keep improving their character forever- but when they hit a dead end with no rewards. They get bored and cancel accounts... ...The COH experience is pretty much leveling up to max and the only thing left is rerolling or replaying missions without any inscentive. Just look at GR. Sure the 50's were thrown a bone with the ability to change to her/villain/rogue. But the vast majority of the content is leveled at gaining new players with a superior 1-20 experience. Rewards are very important. People play MMORPG's for many different reasons. Social or whatever. But without rewards it's just a glorified chat room. |
Rerolling is not the dull pointlessness you think it is, to some of us - seeing our ideas created is the reward.
Something has been bothering me slightly for a while now.
That thing is: Why are so many people obsessed with being rewarded for the time they spend playing City of Heroes? |
Try something real quick: Think back to when you first started playing the game, and why. I can guarantee that, whatever your reason for playing the game was, it did not involve purple drops or Incarnate Shards. In fact, I would go so far as to say you started playing the game because it was fun. |
That aside, there's a growth of experience and expectation when you play the game. When you first start, you know *nothing* about the game, are confronted with entirely new areas, new enemies you know nothing about, storylines you've never seen before, and a wide, WIDE variety of powers and abilities. Just getting through a lot of that keeps your attention.
Yes, it's still fun. But it's one type of fun.
Move yourself forward a year, two, four, six - you can name the Hellions in your sleep, you can give detailed directions from one side of the City to the other from memory, etc. You've got a character or two (or more...) you consider your main, and spend a good bit of time on. You're at 50. Your leveling days (Incarnate aside) are done. So what do you concentrate on? AE, possibly. Finishing some of the missions. Maybe TFing. Maybe hitting some old arcs in Ouro. And, for that work - well, purples, shard drops, etc. are your only visible indicators of "progress," of doing much more than spinning your wheels.
It's not that the characters are any less "fun," but there are fewer "tangible" (as tangible as anything can be in a video game) rewards for what you DO. So, your'e a little more sensitive to the fact you haven't seen a purple drop in months, or shards seem to drop at a rate of about one per billion enemies killed.
Some people feel this to different extents. For me, it irks me on (rare) occasion, but I've got 200-some alts, so the "lack of progress" from not leveling is offset. I RP. I mess around with a lot of things. Others - not so much.
Doesn't mean they're *not* playing for "fun." Just that that fun has changed.
It was an example of something people do for fun, where having fun doing it is the entire point of doing it.
|
Now, I understand that different people find different things fun, so I suppose what I'm really asking is why so many people keep saying "This isn't fun!" and then they keep doing whatever it is anyway. |
Look at anything else you do for enjoyment. Lets say you enjoy bowling, for example. When you go out bowling with your friends, you're going out for the express purpose of going bowling.
|
When I play CoH, I do so for the "express purpose" of playing CoH. And I prefer to play characters that can earn XP, rather than characters that are already 50. It's human nature. People want to accomplish something, even if it's in a game. They want to see progress. They enjoy setting and passing milestones.
Why are video games, and MMOs in particular, so different? You would think that it would be the same. If you go bowling to have fun, why wouldn't you play video games for the same reason? |
Paragon City Search And Rescue
The Mentor Project
Like a lot of social things we talk about on the boards, this is a really complicated topic.
Among game designers there is a somewhat well known "Interest Graph" that attempts to map out player's approach to the game. It was created by Richard Bartle in the early 90s. The graph divides players into rough categories of Killers, Achievers, Explorers, and Socializers, and attempts to explain the relationship each has to each other. IMO it's not a perfect taxonomy, but it at least gets designers thinking about people's various motivations.
I happen to own a book by Bartle called Designing Virtual Worlds. It's a bit outdated now (Copyright says 2004 but it spends a lot of time talking about Ultima Online and LambdaMOO). In it he provides very detailed opinions--I can't call it "analysis" because he doesn't exactly use a scientific approach--about the ways players interact with a game. His explanation of "Achievers" could be boiled down to saying that some players play to acquire and conquer. Even players who do content with little apparent reward (e.g. killing AVs) tend to do it for the intangible "bragging rights."
But it's a footnote about the hazards of the free markets economies on pg 305 of Designing that I always remember: "It's easy to mistake what people do for what people enjoy doing. The chances are if players tell you they don't like doing something, they're not lying--no matter what the data mining results say." That is, if you put a reward in your game behind irritating content, players will torture themselves with it. Quoting Bartle again: "Players will spend a lot of time being miserable if the reward is high enough. They'll mindlessly click on the same mining icon for three hours, hating every moment of it, if the result is that they find the the diamonds they need to give them an arrow of dragon slaying."
This doesn't speak specifically to why players avoid content that isn't high in reward, but IMO it does address it tangentially. Many players want "stuff."
Part of the reason the teaming mechanics in this game are so successful are that players benefit tremendously from it on a reward scale.
But in addition to "stuff," players also like transition. I once had a character in another MMO who got "stuck" at certain level. Every time I went up in level, the game mechanics would change, and the character ended up fighting the same enemies again. The lack of a sense of progression was a factor in my eventual decision to leave that game.
An abstract of Richard Bartle's propositions is posted on the web, by the way. You can read it here: http://www.mud.co.uk/richard/hcds.htm
An excellent point.
I can see people enjoying those things. What I don't understand is the ones who DON'T enjoy them, but do them anyway. In their case, the rewards became more important than their enjoyment of the activity that produced them. And that mindset baffles me. |
I understand your frustration when it seems everyone wants to speed run TFs. That's a major reason why I never run them on those rare occasions they are recruiting when I play. The half dozen I've run so far are just a blur of doing a bunch of things for a purpose I never had the chance to find out.
@Doctor Gemini
Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.
When I play this game, I try to forget about mathematics and immerse myself in the mindset of the character. In 3 years of fairly contant play, I am just beginning to vaguely understand the process of making a toon incredibly powerful. I have done no real PvP aside from one encounter, where my guy Hawk-Owl was slain instantly by an unseen Stalker, who added salt to the wound by saying "WTF? *Claws*?". Ouch...
Though it's the heart of the game, & the reason we are not allowed to make Blaster Tanks a la Iron Man, or other multi-Origin types, I have done very little teaming lately, due to the birth of twin sons. So I take my fun from CoX when & where I can find it, and am grateful that this incredible game exists at all. Keep in mind that I'm 53, a comics fan for 47 years, and being freed from pencil & dice to play out super-adventures on what I call the "Poor Man's Holodeck" is far more amazing to me that it might be to a younger, more tech-savvy person.
I can appreciate that folks want many rewards and more power--this is normal. I enjoy being able to put two or three ultra-enhancements together & feel clever, but on the other hand, I don't mind playing with a high-level but underpowered respec-ed toon who's patiently huntng down more INF & better enhancements to fill his / her vacant slots. Nor do I mind trying to stay alive with a character who's so Natural that he / she refuses to take Bonus powers which involve magic, mutation, or the like, or strength enhancements which involve a Hulk-like level of power--i.e. hurling chunks of concrete or earthquake stomps. I just assume that a high-damage Natural Tanker or Scrapper knows WHERE to hit an opponent to best use his / her peak-human strength, or employs some kind of off-screen cunning to get over. Even the Death-God Thanos backed down from Captain America.
I agree with the original poster that CoX would be a better game overall if everyone wasn't into instant gratification, but I also realise that means it would be better for US, not for the people who want Instant Godhood, etc. If you paid to play, you have the right to use the game as a first-person fighter game, or a "Monty Haul" grab-the-loot game instead of a superhero role-playing adventure. It's your dime, after all.
Still, to those who are concerned more with the destination than the journey, I can only say that if this was "Pantheon of Deities" instead of City of Heroes, and your toon started the game as a God, he or she would still probably begin as a rather minor God. Can you say Bes, God of the Hearth, instead of Osiris, Lord of the Dead? ; ) Like Osiris, even Lord Odin had to go through some rather unpleasant & challenging circumstances to become head of the Norse Pantheon. I doubt, however, that most players would care to pluck out an eye or hang on a tree for 9 days to get Odin-level power.
With the Incarnate system coming, we do indeed have a Godlike adventure ahead of us. I don't mind waiting. But as the old Southern US saying goes, "the trouble of it is" that in r/l, we have only so much time & energy, & what if we uh, you know, actually, like, uh, DIE, before we get Hero X to Level 1,1000?
Don't worry about it. If even ONE OF your toons is alive and adventuring, you have already won.
Again--
There are no losers in this game! Enjoy yourselves. Because, after all, YOU CAN'T LOSE.
Interesting responses.
For the record, I wasn't trying to say my way of doing anything was better than anyone else's. I was honestly curious why someone would spend their free time doing something they did not find enjoyable (grinding for shards in this case), complain about how unenjoyable they found it, and do it anyway.
It's also interesting to note that, from what I have inferred from the responses (pure guesswork), a larger number of people than I initially suspected, when given a choice between something not fun that offered a reward and something fun that didn't, would choose the unfun rewarding activity over the fun non-rewarding activity.
I work at a job I dislike because I need the reward from it (my paycheck) in order to simply survive. I don't want to spend what little free time I have feeling like I need to earn rewards in a video game to make it worth my time. I play the game and accept whatever rewards happen to come my way, but I don't do things I find unenjoyable in order to maximize them.
I suppose that's where the disconnect is occurring for me. I don't understand why people would do something in the game they find unfun simply because it gives better rewards. Especially since you get rewards for just playing the game in the first place.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
You bring up a really good point. I think a lot of people forget at times that there are multiple ways to get what you want. All it takes is a little research and a little thought, and there's rarely an instance where you have to do a certain activity that you find not to be fun in order to get your reward.
I know when the Incarnate system first came out, I saw a lot of people in various chats complaining that they'd never get X component because they'd never be able to do Y activity. The reality is, you can always just run what you want and convert the shards you get later. It's just one example, but I think sometimes people forget that they have options. |
Why do something you don't enjoy to get a reward, when you can instead do something you DO enjoy, and get the same reward.
Example: I hate farming, I despise it with a passion. There is nothing in the game I hate more than running the same mission, fighting the same mobs over and over again. People do it for influence and the chance for purple drops.
I can run tip missions or a story arc at level 50, and set the difficulty a little higher, and get the exact same rewards as I would have for farming, only I will have enjoyed the process, where I wouldn't have enjoyed farming at all.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Oh REALLY? Are you going to look me in the eye (monitor) and tell me that you aren't trying to get the highest score you can?
When I play CoH, I do so for the "express purpose" of playing CoH. And I prefer to play characters that can earn XP, rather than characters that are already 50. It's human nature. People want to accomplish something, even if it's in a game. They want to see progress. They enjoy setting and passing milestones. Your example fails again. In both cases, aren't people KEEPING SCORE? When you go bowling, do you just toss the ball and not keep track of how many pins you knock down? |
If I didn't like bowling, I wouldn't go do it just to get a high score while not having fun. That would be a case of my score being more important than my enjoyment of it.
Which is exactly what I was talking about.
Edit: Sorry for the triple post, I'm not sure how to quote in an edit.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
A sane dev would correct this of course, but players have a tendency to cry over nerfs, and that would lose players, so...
Ideally playing the game the "right" way should give the most rewards, but that's not quite as easy to achieve as it might look.
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."