Endgames are backwards


Agent White

 

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I've been thinking a bit, and perhaps this will come as a big "duh" to people who play a lot of MMOs, but I've only really experienced this and one other (which shall remain nameless), so if this is second nature to most who are familiar with the genre, then whoops, but it felt like a bit of an epiphany to me.

Basically, to my mind, there are two forms of content: stuff to do and stuff to get. The former are things like missions, Incarnate raids, zone content; the latter would be things like Inventions, or Incarnate Powers. I've noticed, though, that in this game (and the other), that once you get to the max level, the get-content massively outweighs the do-content. There's a ton of stuff one can seek to make their level 50 even level 50-er, or something, but it inevitably involves grinding a very small amount of content.

That's basic, of course, but the realization I've had is as detailed in the topic title. It makes very little sense, and ought to be the other way around. When the get-content outlasts the do-content, it just ends up further aggravating the problem that it was designed to solve. You get twinked out with your purples and your very rare Destiny, and, um, hooray? Now you have nothing to do again.

On the flip side, by having the do-content outweigh the get-content, there is the problem mentality of "why do it, if not for some reward"? But it occurs to me that most rewards in this game, at least at this point, are easily shared. This makes sense for a game with some double-digit number of servers I forgot each with up to 48 character slots. Expanding do-content over get-content is basically a way to also provide incentives to the next 50 levels of content. Furthermore, it helps fix the "players do content faster than it can be written" by encouraging players to re-run the material not to grind to a plateau, but instead with a larger number of characters.

A system like this just seems so much more beneficial to both sides of the page. So why do games instead focus on get-content? Okay, so that question's a bit rhetorical. But it's a dreary Sunday morning and I'm curious what people's thoughts are.


 

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The get content is a lot easier to produce then the do content is my guess so there is way more of it.


 

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Originally Posted by Lazarillo View Post
A system like this just seems so much more beneficial to both sides of the page. So why do games instead focus on get-content?
Before you can ask this, I think you need to establish that the game actually does focus on that. The endgame focuses on getting things, because that's by definition what the endgame is: the stuff you do repeatedly, after you've completed all the do-it-once things.

Game developers, as a rule, cannot produce content nearly as fast as players can complete it. So they make things that are worth completing more than once. And why would you do something again if you've done it before? Unless it's one of those rare tasks that's fun on its own merits, even after the novelty's worn off and the story is known, players don't usually do the same thing a lot of times. So, the developers "bribe" us to do things more than once by throwing rewards at us.

That said, I'm not sure the game actually does have a "very small" amount of content that can give endgame rewards. We have dozens of TFs and story arcs which give reward merits and drops that are useful or valuable to any character of any level. If we're talking just about the Incarnate system, it is rather small right now, because it's still relatively new, and because players avoid parts that they deem too difficult/too likely to be a waste of time, but it's getting new stuff with every update. When i22 comes out, we'll have what, 7 trials, plus a full zone with several arcs?


 

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Originally Posted by Lucky666 View Post
The get content is a lot easier to produce then the do content is my guess so there is way more of it.
I expect this is probably the reason. I'm not sure quite why it's the reason, because it seems like all that balancing and power development would be harder than writing TFs and story arcs and even raids, but I do suspect it is.

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Originally Posted by Hopeling View Post
Game developers, as a rule, cannot produce content nearly as fast as players can complete it. So they make things that are worth completing more than once. And why would you do something again if you've done it before? Unless it's one of those rare tasks that's fun on its own merits, even after the novelty's worn off and the story is known, players don't usually do the same thing a lot of times. So, the developers "bribe" us to do things more than once by throwing rewards at us.
But see, that's why encouraging alting helps fix the problem. Doing the content as a Scrapper and Controller are vastly different experiences. Heck, doing the same content on a Fire/ Controller and an Illusion/ Controller are very different. Plus, the idea is that the "bribe" may not help the character doing the content, but if it helps that character bolsters another, who then does that content and bolsters yet another, etc, wouldn't it become a self-sustaining system?

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That said, I'm not sure the game actually does have a "very small" amount of content that can give endgame rewards. We have dozens of TFs and story arcs which give reward merits and drops that are useful or valuable to any character of any level. If we're talking just about the Incarnate system, it is rather small right now, because it's still relatively new, and because players avoid parts that they deem too difficult/too likely to be a waste of time, but it's getting new stuff with every update. When i22 comes out, we'll have what, 7 trials, plus a full zone with several arcs?
As far as this game goes, I'm thinking primarily of the Incarnate content, endgame TFs (which since they are involved with the Alpha slot, may qualify under the Incarnate umbrella too), and Tips, primarily. And while they're not small in number per se, they are still significantly outnumbered by the amount of get-content they're associated with. Tips do provide shareable rewards, like I mentioned, but there are so few of them that it still hurts the system.

And yes, as far as Incarnates go, it's building up, but even in its current state, I sincerely you can finish a single Incarnate even by doing all of the trials and all of the new arcs a time through, let alone have content for those Incarnates to do once they've completed the "get" phase.


 

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Originally Posted by Lazarillo View Post
I expect this is probably the reason. I'm not sure quite why it's the reason, because it seems like all that balancing and power development would be harder than writing TFs and story arcs and even raids, but I do suspect it is.
Well, i think you're overlooking one tiny detail: The Development staff is not made of genetically engineered Omniversal Game Developers who can switch roles with a moment's thought.

That guy or gal writing the storyline for a new arc? They almost certainly do not know how to develop and balance powers or write the code to make them.

That gal or guy developing the new powerset? Most likely they are also not a professional quality writer or programmer.

That programmer currently fixing a bug? i think you know where this is going...

For example, there are some comic artists who also write the story. Some are quite good, but most are like Rob Liefeld. Regardless of whether you love or loathe the rather unique style of surrealist anatomy, random light sourcing and semi-abstract geometric backgrounds he tends to employ in his art his writing is incompetent at best. An eight year old with severe ADHD playing with action figures tends to have a more coherent story with better characterization and dialogue.

That's pretty much how a development studio is: the vast majority of the team are only especially good at a certain type of work. Also, i suspect most studios' writers tend to be overtaxed in terms of material needed. They're expected to write original, engaging stories that are consistent with years of the setting's canon writing.


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The End Game content's 'get-stuff' is also an alternate leveling system. Rather than just tack on another 10 levels, there is Incarnate content that levels you up by what you get from it.

So, in reality, levels 1-49 was also 'get-stuff' because you had to do that content to level up which gave you XP and thus access to more powers. Incarnate content gives you the components to access more powers. Pre-Incarnate gives you XP.


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Originally Posted by Schismatrix View Post
That's pretty much how a development studio is: the vast majority of the team are only especially good at a certain type of work. Also, i suspect most studios' writers tend to be overtaxed in terms of material needed. They're expected to write original, engaging stories that are consistent with years of the setting's canon writing.
Indeed. It's a production choice to, say, hire writer (a) who can do new story arcs over programmer (b) who can do new powers. I didn't really mean this to be a "why doesn't this game change tacks?" topic per se, more it's curiosity, looking for insight on why games don't do that from their conception.

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Originally Posted by Zombie Man View Post
So, in reality, levels 1-49 was also 'get-stuff' because you had to do that content to level up which gave you XP and thus access to more powers. Incarnate content gives you the components to access more powers. Pre-Incarnate gives you XP.
Right. You can't have do-stuff completely without get-stuff; otherwise, why play a game at all over, say, reading a novel for the story, right? I'm just saying that it seems like it would be more sensible to flip the two. Right now, speaking specifically of the end game, the get-stuff probably outnumbers the do-stuff tenfold, easily. That ratio is what seems to be backwards to my mind.


 

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Originally Posted by Lazarillo View Post
Right now, speaking specifically of the end game, the get-stuff probably outnumbers the do-stuff tenfold, easily. That ratio is what seems to be backwards to my mind.
The new DA content on beta felt more like do-stuff then get-stuff to me.


 

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It's not simply a problem of the 'do-stuff' content not offering relevant rewards. It's also the fact that a player's power gains plateau. As zombie-man pointed out, the grindy get-stuff is a way around this, but there's still a very hard cap on player growth and that also means a cap on difficulty. 1-49 'do stuff' is easier to make because it has an easy reward and the difficulty can scale as you get further and further along, but that ends at 50 too. You can only scale up difficulty so high before the numbers hit a ceiling and the content difficulty is not feasible. I think we're seeing that with the Incarnate Trials actually, Dilemma Diabolique is a 54+4 trial, meaning at the worst, you are 8 levels below or at the best only 5. Level difference is the end all be all in this game and with only limited ways to get levels above 50, you hit the ceiling.

Plus you get ridiculous things like Purpled out, IO'd characters at the caps that can practically ignore any threat and solo GMs. So it makes producing quality 'do-stuff' that presents a challenge to most players kind of hard to keep kicking out.


 

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Originally Posted by Lazarillo View Post
Basically, to my mind, there are two forms of content: stuff to do and stuff to get. The former are things like missions, Incarnate raids, zone content; the latter would be things like Inventions, or Incarnate Powers. I've noticed, though, that in this game (and the other), that once you get to the max level, the get-content massively outweighs the do-content. There's a ton of stuff one can seek to make their level 50 even level 50-er, or something, but it inevitably involves grinding a very small amount of content.
Well, two comments:

1) Firstly, the "stuff to do" once you hit 50 is still a huge amount. Almost everything you did on the way up, or MISSED on your way up, is still available to you. You're just excluding it because it doesn't give incarnate progress.

2) Of course the incarnate content is a small amount of content. Compare the entire lifetime of the game to how long the incarnate system has existed. It's relatively new. However, they are steadily adding more, and we will soon have solo / small team incarnate stuff.


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Originally Posted by Ironblade View Post
Well, two comments:

1) Firstly, the "stuff to do" once you hit 50 is still a huge amount. Almost everything you did on the way up, or MISSED on your way up, is still available to you. You're just excluding it because it doesn't give incarnate progress.
Or you simply DESPISE exemping, which many folks do.


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The Incarnate system in particular and MMO end-game systems in general are a boring time sink. They're intentionally designed to be one. Developer can't create content faster than players consume it, so the only way to keep players from reaching "the end" is to throw down a slow field generator and run like hell. End game systems are not designed to entertain, and ours is no exception. They're designed to slow and impede while giving a false sense of progress, like any Skinner box worth its salt.

Personally, I see nothing wrong with a game having a definitive, final end. Sure, you can linger after that point and finish what you haven't done, repeat what you have done and so forth. Many RPGs do that already. It used to be that level 50 was that end, and it was good. It was final, it was satisfying, and the team could always add new stuff for us to do without having to worry about that stuff being too much fun and having to think of ways to spoil our fun with more time sinks. When the development team embraced "the end of the game" and worked to enhance the experience, I was very much on board.

To be perfectly honest, I wouldn't mind them moving the goal posts all that much. I objected to a level cap increase because of exactly the problems we see here - people will be there in a week and asking for more. And it happened, despite the time sinks. But I'm not against moving the goal posts if it comes with the admission that those goal posts still exist. Sure, we got an extra package of content, we got more progress to play around with, but like any expansion, that too ended, and we reached the new, hopefully more satisfying end. I'd have been fine with that. And you know why?

I'd have been fine with moving the goal posts because admitting that the game has an end means I don't have to deal with ******* time sinks and being consistently told I'm progressing too fast and I should be taking longer! Because it means more stuff to do can be added without having to worry about people having stockpiled tons of resources and skipping it, or worrying about how to make people repeat it endlessly with bribes and bait.

When he spoke about the Incarnate System, Matt Miller made it a point that he wanted to make this "a system," rather than a piece of content. People would be done with the content in a week, he postulated, whereas what he wanted was something that they could keep coming back to. The trouble is that that particular idea just means you're designing a time sink and a treadmill where you expect people to replay the same content over and over and OVER again.

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The real crime of the Incarnate system is it reduced the "stuff to do" at the end of the game because it moved the end past the huge body of content at the old end. Classic level 50 content doesn't give Incarnate progression, and it's becoming increasingly underpowered against Incarnate-strength players. So what, really, CAN we do if we want to progress? Six Trials and that's about it.

Well, Dark Astoria, of course. As far as I'm concerned, this is the kind of "stuff to do" we needed all along. It's probably not going to be enough, but it's a start. Years ago, I ran out of content at level 38 and was left with nothing to do but street-hunt or replay story arcs I've already done with other people who haven't run out yet, but content was added to that level range and now I don't have to run out. I'm sure I'll run out of content in Dark Astoria, but it's a fairly new "level range." It'll get filled up eventually.


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Originally Posted by Arcanaville View Post
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Originally Posted by Samuel_Tow View Post
The real crime of the Incarnate system is it reduced the "stuff to do" at the end of the game because it moved the end past the huge body of content at the old end. Classic level 50 content doesn't give Incarnate progression, and it's becoming increasingly underpowered against Incarnate-strength players. So what, really, CAN we do if we want to progress? Six Trials and that's about it.
And this is where i think that PS can take a leaf out of what other MMO's have done and introduce "hard mode" to the task forces/flashback system. (Rift/SWTOR/maybe some others have "Hard mode" which is when you can rerun the old "dungeons" at level cap (and higher) difficulty)

The fact that we can "flash back" to older content is a *god send* for CoX... most other MMO's are "run the content once, forget about doing it ever again..." (thank god for instancing mission content this time around!). All you would need to do is talk to the Hero Corps dude, select "incarnate level" (maybe with additional diff slider!) and away you go for flashback content at a higher difficulty.

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Well, Dark Astoria, of course. As far as I'm concerned, this is the kind of "stuff to do" we needed all along. It's probably not going to be enough, but it's a start. Years ago, I ran out of content at level 38 and was left with nothing to do but street-hunt or replay story arcs I've already done with other people who haven't run out yet, but content was added to that level range and now I don't have to run out. I'm sure I'll run out of content in Dark Astoria, but it's a fairly new "level range." It'll get filled up eventually.
To be honest, you will run out of DA content... just depends on how many times you want to rerun the same repeatable

Back to the original question: Players will always devour up new content faster than it can be created, whereas adding in a system that can interact at many levels in the game is more beneficial (more bang for buck as it were). That is not to say that new mission/quest content shouldn't be created, it should, it is called "progressing the story line".

With the exception of a few of the story lines (Tina from PI for example) the flashback system would be brilliant to help out with progressing the incarnate system...the content is there... all they need to do is work out how to make it into "hard mode". In my humble opinion, the return on this would be excellent in terms of hours spent doing it, and amount of "new content" created.

Yes, it is a cheating method of creating "new" content, but think of how many hours of *unique" difficulty content it would generate! (not to mention as well, that with badges linked to it, those people who want "full content" on a character can get it!.

Now, what some people want is content which rewards you directly.

ie complete story arc 1, get power 1, story arc 2 get power 2 etc etc

How long would it take to complete each story arc (what would be a sensible time frame?) and how long would it take to generate said story arcs? You have to remember that the less time you spend on the "mission content" the shorter it will generally be (look at the length of the SSA's in comparison to normal story arcs )

*shakes head* Developers are in a hard place here, as there will always be complaints.... (i like my incarnate mode for flashbacks/TF's though, even though low level mob groups will need to be readjusted due to lack of "level 50 equivalent" and gives lots of additional content for "free"!)


 

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Originally Posted by Gangrel_EU View Post
And this is where i think that PS can take a leaf out of what other MMO's have done and introduce "hard mode" to the task forces/flashback system. (Rift/SWTOR/maybe some others have "Hard mode" which is when you can rerun the old "dungeons" at level cap (and higher) difficulty)
See, this is where the developers REALLY shot themselves in the foot with a gun loaded with Incarnate Threads. Non-Incarnate content already rewards Incarnate progress to people who've unlocked their Alpha slot - it rewards Shards. The only problem is Shards are worthless for anything past the Alpha Slot, and though you can transfer them to Threads, thread costs ensure you're not adding all that much cash to the kitty, as it were. Moreover, many TFs award Incarnate components, which was supposed to be the reason to run them. The only problem is that those components are completely worthless for anything past the Alpha slot AND they only ever break down to a single Shard.

I get why Matt Miller wanted to institute a new currency which superseded Shards. People were stocking up on hundreds of the things, meaning they could insta-buy any new Incarnate stuff that came out. So, in an effort to devalue Shards, they introduced Threads. The only problem is that devaluing Shards for Incarnate progression also sapped the value of the entire rest of the game save those few Trials. THAT was the capital mistake that made even those who saw flashbacks and TFs as meaningful Incarnate progression to write them off. These are now things you do for the experience of running them, or possibly for the Merits, but NOT for the Incarnate progress. Well, unless you're working on Alpha, but that's just a fifth of the way up, and that's only so far.

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Originally Posted by Gangrel_EU View Post
Back to the original question: Players will always devour up new content faster than it can be created, whereas adding in a system that can interact at many levels in the game is more beneficial (more bang for buck as it were). That is not to say that new mission/quest content shouldn't be created, it should, it is called "progressing the story line".
Obviously. That's a problem Jack Emmert talked about back in 2004, and I'm sure MMOs have been dealing with it since EQ and AO. You can no more produce a game faster than players can play through it than you can pave a road faster than people will drive on it. But to torture the analogy a bit further, what do you do when your road only goes up to half the towns along the planned route? Do you set drivers to drive around the farthest town in circles until you're finished, or do you just fence off the are under construction and say "The road ends here. The rest of it will be done later."

What I mean to say is that there's a broader question here: Does the game have an end? I don't that in a metaphysical sense - everything ends eventually. I mean are we willing to admit that the game ends here for this character and he cannot progress any further. Said character is still free to travel up, down and around the game at will, but for now, this is where the game ends, and you can't go any higher. Are we comfortable with telling players "You are done. Either start over or faff about?"

Obviously not. Paragon Studios is extremely uncomfortable with this admission, so they tack time sinks on top of time sinks to keep players driving in circles, buying themselves time to build more of the game. But this creates a problem - the game ends. Whether you put an ending in it or not, it ends. Neither people's patience nor their interest are infinite. Obviously, there are exceptions, but even those exceptions aren't eternal. Eventually, the game WILL end. The only question is whether it ends because a player reached the climax, or because the player got bored and went on to play something more fun.

To me - and this is purely my opinion - a goal is worthless if you can never actually reach it. A journey is meaningless unless it has an end, even if said end is not the point. By obfuscating the ending and miring it in time sinks, all you do is burn people out such that when the expansion comes out and new content is released, a lot of us just aren't going feel like being arsed.

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In his CoH dis, Jack Emmert explains that when he and Matt Miller first sat down to design the level 40-50 game, they intended for it to take as long as the 1-40 game. Have you played any of the legacy 40-50 content? Specifically, have you played the Shadow Shard, Dr. Quaterfield or Unai Kemen? Those are just a few examples of meaningless, empty stories padded with endless repetitive missions that effectively equate to "Your princess is in another castle!" All because someone decided that players should take a long, long time to reach level 50.

And now we're seeing the same thing again. The Incarnate system is used as a buffer, a speed bump to keep people away from the end of the game at least long enough for the team to expand on it. But by designing something to be a speed bump, you both kill your replayability and compromise your own content. All for the sake of not admitting to players that City of Heroes is not infinite.


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Originally Posted by Arcanaville View Post
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Originally Posted by Samuel_Tow View Post
What I mean to say is that there's a broader question here: Does the game have an end? I don't that in a metaphysical sense - everything ends eventually. I mean are we willing to admit that the game ends here for this character and he cannot progress any further. Said character is still free to travel up, down and around the game at will, but for now, this is where the game ends, and you can't go any higher. Are we comfortable with telling players "You are done. Either start over or faff about?"
Which unfortunately for the *general* MMO playerbase (which does also include people who play CoX), there is only so many times that you can play through content before you get bored with it and then unsubscribe from the game. No matter how much you *love* the game, if there is nothing left for you to do, why should you still subscribe to the game apart from to give the developers money?

I would *love* to see the figures on "average amount of time played on level 50's total life"... more because i am intrigued as to how many people "burn through and skip content" in comparison to "How many people actually try to do as much content as possible".

If you tell players "that is it, nothing else left for you to do", players *will* leave the game once they get to the end. Which is why games have different methods to extend their playtime/value. Different difficulty levels, stuff that can only be done once you have completed the "main game" (Final Fantasy 13 and its mission system for example, listing this as i am playing it right now)

Now granted, the 2nd and 3rd playthroughs *should* be faster because you know the system better, you know how to do stuff...

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Obviously not. Paragon Studios is extremely uncomfortable with this admission, so they tack time sinks on top of time sinks to keep players driving in circles, buying themselves time to build more of the game. But this creates a problem - the game ends. Whether you put an ending in it or not, it ends. Neither people's patience nor their interest are infinite. Obviously, there are exceptions, but even those exceptions aren't eternal. Eventually, the game WILL end. The only question is whether it ends because a player reached the climax, or because the player got bored and went on to play something more fun.
I think that it is more of a case that it is a problem with MMO's in general and not their development studio's.

Once you have completed something once or twice (or even 3 or 4 or 5 times), do you *honestly* want to go out and do it all over again.... and again and again and again and again and again etc etc. Especially once you know that once you hit the "end" there is nothing else for you to do. It *is* a problem with MMO's, which is why they have time sinks. They are there *purely* to keep on playing the game more, therefore you subscribe for longer.

Once you tell people "That is the end of the road, nothing left for you to do", once people have achieved that goal, why should they still subscribe?

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To me - and this is purely my opinion - a goal is worthless if you can never actually reach it. A journey is meaningless unless it has an end, even if said end is not the point. By obfuscating the ending and miring it in time sinks, all you do is burn people out such that when the expansion comes out and new content is released, a lot of us just aren't going feel like being arsed.
And here is the difference between the MMO world and the general "computer game" world... although the lines are getting a bit more blurred due to DLC becoming available for single player games... DLC, the way to get more money out of the players, as well as adding new stuff to the game (extending its life). Arguments for and against DLC is out there, but MMO's have their own DLC... expansions.

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In his CoH dis, Jack Emmert explains that when he and Matt Miller first sat down to design the level 40-50 game, they intended for it to take as long as the 1-40 game. Have you played any of the legacy 40-50 content? Specifically, have you played the Shadow Shard, Dr. Quaterfield or Unai Kemen? Those are just a few examples of meaningless, empty stories padded with endless repetitive missions that effectively equate to "Your princess is in another castle!" All because someone decided that players should take a long, long time to reach level 50.
Yep, i have done Dr Quarterfield... took my group 6 hours to complete last september (blame the EU player meet up ), and some of the arcs are incredibly long... and i can see where you are coming from... but to be honest, the old system sucked pre inventions (they helped, but only by so much). Once you got your badges, accolades et al, there was *nothing* left to do for that character. Roll up another one... and do the same *content* again. Granted, playing on a different powerset will produce a different experience, but then you are playing for the powerset, and not the content, in my opinion at least.

Note: I got to level 50 before I actually finished my level 1-50 content... more because i did spend time helping others do it, so i was running *some* content over a few times, it still helped out. /note

True, I do believe that there should be some form of "finality" to a character. But then you have to make sure that the game has enough "replayability" to actually keep people subbed to the game.

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And now we're seeing the same thing again. The Incarnate system is used as a buffer, a speed bump to keep people away from the end of the game at least long enough for the team to expand on it. But by designing something to be a speed bump, you both kill your replayability and compromise your own content. All for the sake of not admitting to players that City of Heroes is not infinite.
But then again, i wonder how many people would *honestly* still be subscribed to the game once they hit the cap with nothing left to do? How many people would still be subscribing once they had done it all (as many times as they can). The fact that there *are* time sinks there to slow people down just extends the amount of time that they will play the game.... the hard part is getting the time sink down to a "sensible" level, whilst still allowing decent forward motion.

This is why I unsub from the game for a few months every year, just because i do run out of stuff to do, and to avoid burn out... I guess that is part of the problem with not being an altoholic (only 2 characters that i have put any serious amount of time into, and they are both level 50... only one is getting incarnated, because i just hate running the same content one several characters... which is strange, because i can cope with running content over and over and over again on just one character >.< )

Then again, you look at the average levelling time for the 1-50 run *NOW* compared to how it was in I2/I3 area... even without powerlevelling you are looking at a faster/smoother levelling experience (I believe the average was meant to be 250-350 hours to hit level cap, took me 732 hours 1st time around, my 2nd 50 was roughly 150 hours, my 3rd was 75 hours).. now I wouldnt be suprised if it was closer to 150 hours to cap on average.

I honestly think you cannot run an MMO without there being some form of time sink (any shape or form) in the game, unless you plan for new content to be limited at cap and alting is "the end game"....

*edit*
I would like to point out that CoX *does* have a lot of stuff out there to do, but that is more because it is coming up to 8 years worth of content. Yes, some of the content is bad, some is good... but there is content. The Invention system helped extend the play time on a character, because if you were so inclined, you could "purple out" your toon... and that would take time (and inf) to achieve.

But once you did that, there was nothing left. Sure you could get the badges, but once you did that... what next?

Side switching came in... which then allowed characters to get *all* the other sides badges, brilliant.. more content for free (effectively)... which is handy for badgers!

The main problem I had before the incarnate system came out, was that once you hit 50, there was no way to actually go "one step higher" apart from "purple/PvP IO's" for your character... and there was actually *no* content that had been released that required you to do it either.

But the Incarnate system has content designed *around* the system itself. You need to step into it to actually get the stuff to do it (slight lie, you can gear up for incarnates, at least Alpha slot wise without running incarnate content). Is it achievable in a sensible amount of time and effort though is open to debate (queue arguments about soloing vs teaming vs leagues etc etc).

Personally, i think that *ANY* MMO's that doesnt try to keep people playing their characters once they hit the level cap is a poor MMO (thankfully, there arent many of them around, although it did take a while for Tabula Rasa to get any form of level 50 content out there.... too little too late though for it)


 

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Originally Posted by Samuel_Tow View Post
End game systems are not designed to entertain, and ours is no exception.
I think you'll find that quite a few players find the Incarnate system very entertaining


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Posted

Awesome discussion. A few points I would like to make:

We already have near limitless do-content with the AE:
The AE system is a way to have do-content that is made almost as fast as people can consume it since it is crowd sourced instead of dev sourced. BUT I think at least for me, if I am not earning progress (XP, IOes, Powers in this game) content seems to feel hollow no matter how cool the story is.

But... for some of us do-content is not what we want:
Every game I have ever played is some sort of competition. For me a game has never worked like a book or movie, its never been passive experience it do-content. I wonder how many other people are like this.

COH endgame can be a fun treadmill:
I have found the end game content in COH is more interesting gameplay than WOW endgame, mostly due to the streamlined raid group formation, and the ease of sucess.

This treadmill has a TV on it!:
I know Sam will never agree with me on this, but I do find the incarnate treadmill a interesting way to feed game lore and stories to the player. A treadmill doesnt have to give you a story it just needs to run forever and spit out a carrot every few minutes, but I like that this treadmill also has a TV hooked to it.

I am excited to see the new DA treadmill. I think we all know that hardmode older trials will be coming one day, it was a pretty big miss that they didnt add them along with the BAF and LAM but you cant always be right.


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Originally Posted by Samuel_Tow View Post
The Incarnate system in particular and MMO end-game systems in general are a boring time sink. They're intentionally designed to be one. Developer can't create content faster than players consume it, so the only way to keep players from reaching "the end" is to throw down a slow field generator and run like hell. End game systems are not designed to entertain, and ours is no exception. They're designed to slow and impede while giving a false sense of progress, like any Skinner box worth its salt.
Actually, I would disagree with this. Fundamentally, if endgame content sucks (and boring content sucks) it's not going to keep people coming back to do it. Endgame content tends to add challenge and new situations that players have to learn how to adapt to. I have been part of a raiding guild (I still am, actually, but I am not raiding right now) and I don't think most of the guild found raiding boring or they wouldn't be doing it.

I am not going to say that you can't find this stuff boring, but I think it's a bit sweeping to state it as if it is an objective fact.


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Originally Posted by Aura_Familia View Post
Or you simply DESPISE exemping, which many folks do.
Okay, so they're CHOOSING not to do the content because they don't like exemping. That's their option. But they can't complain that the content doesn't exist.


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Originally Posted by Mephe View Post
I think we all know that hardmode older trials will be coming one day, it was a pretty big miss that they didnt add them along with the BAF and LAM but you cant always be right.
It is one of the things that should be implemented. Incarnate "replay mode" via Oroborus and TF/SF's. The only thing that needs solving really is the enemy groups that dont have level 50+ equivalents...

Another reason why this is a "good thing" is that you *will* miss out on content as you level up (yes, i know that some people do full content runs, my GF is trying for the triple full content on a single character).. but they are generally a minority of the player base), so you will have content that you haven't done before (at least on that character)...

But being able to do it as "end game" at least provides that "replayability" on a harder difficulty level, and done correctly, also gives you shinies.


 

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My favorite way I have seen these things handled is on console games. Where you redo the entire game with the tricked out character, and with harder enemies, better rewards (even more shineys!). Can you imagine starting your pimped and purpled 50 at level "1" and getting level 50 drops immediately from all mobs? I would solo the entire game twice on that character, once redside, once blue, collecting every badge as I went. Not sure exactly how it would be handled. The Ouro thing is nice, but does not address the situation fully. An "Ouro" server would be sweet, where you enter it at level 50/1, with all your 50 bonuses but at level 1. You never have to level up, but you act as if exemplared, except you have all set bonuses as if 50. you "earn' your way back to 50, turning off exp if you want to not outlevel content. When you leave the Ouro server you go back to the "real" world as a 50. Then, when you cross back into Ouro you pick up where you left off, living two lives as it were.


 

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For me, and I believe for the vast majority of players, the joy of an MMO is to develop my character. I want to see a build go from 1-50, learn how it works and watch it become powerful as my level increases. Sure, I enjoy zones and missions somewhat, but they are repetitive and tend to be monotonous. The thing that keeps the game novel is the fact that every so often, I ding a new level and get either a new power, or more slots to make my powers better.

This in turn, allows me to fight more and tougher enemies, feeding that craving for novelty for a while, but then these new foes start to feel samey. Ultimately, my character is the only thing that changes significantly throughout my run from 1-50. So in my mind, the endgame is not backwards at all -- the entire game is a "get game". All themepark MMOs are about getting new powers, new items and new effects.

The reason endgames are so hard to design is because your character is "done." For most players, this means there isn't much reason to continue on because the "do game" isn't all that interesting taken on its own merits. This has been the case throughout the history of MMOs and so you get raids, EQ's AA points, and WoW's gear grind. Incarnate trials are CoH's gear grind. You pound the same set of missions over and over to get currency to make your character better to be eligible for the next set of missions/grinds.

You either like it or not... but in my mind, nothing is backwards, you have been "getting" all game.

I would be all for making the "do game" more interesting, and I think sandbox games achieve this to one degree or another. Darkfall and Eve Online are two that I can think of off the top of my head. Both games have cash and character progression, but focus more on PvP and inter-guild politics, so there really is no true end game.


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Quote:
Originally Posted by Ironblade View Post
Okay, so they're CHOOSING not to do the content because they don't like exemping. That's their option. But they can't complain that the content doesn't exist.
Oh, I think you'll find that they can.


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Originally Posted by Lazarillo View Post
As far as this game goes, I'm thinking primarily of the Incarnate content, endgame TFs (which since they are involved with the Alpha slot, may qualify under the Incarnate umbrella too), and Tips, primarily. And while they're not small in number per se, they are still significantly outnumbered by the amount of get-content they're associated with. Tips do provide shareable rewards, like I mentioned, but there are so few of them that it still hurts the system.
If you look at a narrow enough slice of do-content, you will always be able to find one that is smaller than the get-content associated with it. But that has nothing to do with what the devs development focus is.


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Originally Posted by Gangrel_EU View Post
Which unfortunately for the *general* MMO playerbase (which does also include people who play CoX), there is only so many times that you can play through content before you get bored with it and then unsubscribe from the game. No matter how much you *love* the game, if there is nothing left for you to do, why should you still subscribe to the game apart from to give the developers money?
And what difference do Incarnates make? What difference does the Inventions system make? You're still running the same content over and over and over again, you're just given more reasons to do it. Rewarding players for repetition does not provide more content, and while it may extend player participation for a while, it does so at a terrible cost.

On the flip side, I have to ask... Wasn't this the point of Freedom? Yes, City of Heroes still fancies itself a subscription game of sorts, but wasn't the point of Freedom specifically so that the development team could draw money out of players more directly, instead of relying on time sinks in order to waste people's time?

You ask why people would stay even if they've done anything, and I answer... Why do they have to? They wouldn't stay. They'd come, play, buy and leave, and then come back when the next expansion launched to buy more stuff. Isn't that the whole point of Freedom? Buying in small pieces and buying only what you want, in exchange for being more loose with our money? That's how it seemed to me, and it's certainly gotten more out of me than I'd have paid otherwise.

Quote:
Originally Posted by Gangrel_EU View Post
Once you have completed something once or twice (or even 3 or 4 or 5 times), do you *honestly* want to go out and do it all over again.... and again and again and again and again and again etc etc. Especially once you know that once you hit the "end" there is nothing else for you to do.
Yes, I do. I've been here since Launch. I played this game when it didn't have an end game. I played this game when it didn't have Inventions. I played this game when it didn't even have a level 50. At no point at all have I stopped and thought "Oh, I don't want to start again!" City of Heroes is a game of imagination and opportunity. You really cannot compare it to any other game, RPG or otherwise. For all their story-telling might, no BioWare game has ever inspired me to play it over in a different way than I played it the first time.

Every RPG I have ever played has given me choices for the sole purpose of picking the ONE option I enjoyed the most and sticking to it. Why indeed would I replay these games if it'll be the same game all over again? Granted, I've replayed Sands of Time probably 30 times over, and would play it again if I ran out of things to do, but that's besides the point.

Why I would replay City of Heroes from level 1 all the way to 50 many times... 15-20 or thereabout, I deleted so many level 50 characters I lost count. Why would I replay the whole game, hundreds of hours of gameplay, over and over again? Because it's a different game every single time. Even if you stick to a handful of ATs, the characters you can produce are significantly varies, and even if you picked the same powersets and builds, each character is still his or her own story.

City of Heroes is built on replayability in a way no other game I've ever seen has been, aside from perhaps the Incredible Machine. If you treat the game like you're playing WoW, then yeah, why bother? But that's not what City of Heroes is. It's not about finding "the one" and pledging your life to that character, and I firmly believe that the game suffers for trying to be that.

Quote:
Originally Posted by Gangrel_EU View Post
To be honest, the old system sucked pre inventions (they helped, but only by so much). Once you got your badges, accolades et al, there was *nothing* left to do for that character. Roll up another one... and do the same *content* again.
That's the same content I haven't seen in sometimes over a year, vs. the same content I ran yesterday. That's why having five Origin contacts in Atlas Park was a good idea - because by the time I made another hero of the same origin, I'd already forgotten most of the missions for that origin. The game offers enough content for at least three playthroughs without repeating anything at all, so unless you keep rerolling when you hit level 10 or don't play a zillion characters of the same level all at once, you're unlikely to repeat things.

Every game eventually repeats itself. It's the nature of game development. The trick is to space that repetition out so it doesn't grind, and there's really no way to space out a small handful of tasks you're expected to run many times their total number with no real alternative.

Quote:
Originally Posted by Gangrel_EU View Post
But then again, i wonder how many people would *honestly* still be subscribed to the game once they hit the cap with nothing left to do? How many people would still be subscribing once they had done it all (as many times as they can).
Enough to keep Cryptic Studios afloat from 2005 to 2007, and enough to keep Paragon Studios afloat from 2007 to 2011. Maybe not enough to make the game a smash super hit WoW-killer, but enough to merit a massive re-investment from PlayNC and the foundation of NCNC, which then became Paragon Studios. I feel history stands to evidence that there are enough of us willing to play a game without "end game" many times over again.

Quote:
Originally Posted by Gangrel_EU View Post
I honestly think you cannot run an MMO without there being some form of time sink (any shape or form) in the game, unless you plan for new content to be limited at cap and alting is "the end game"....
Far as I'm concerned, City of Heroes did well enough doing that for six or seven years before Incarnates were even a thing. It ran well enough for what... Three years or so before Inventions? The MMO you claim cannot be run ran and ran successfully enough to outlast much of its competition at the time.

Quote:
Originally Posted by Gangrel_EU View Post
The main problem I had before the incarnate system came out, was that once you hit 50, there was no way to actually go "one step higher" apart from "purple/PvP IO's" for your character... and there was actually *no* content that had been released that required you to do it either.
And what do you do once you cap out the current Incarnate slots? Because the game still has an end. It's just an end that's staggered so much most people are likely to give up before they reach it. And honestly, is having your players stop playing because they weren't making any progress any better than having them stop playing because they won? At least in the latter case, they may leave with a smile on their faces.

Quote:
Originally Posted by Gangrel_EU View Post
Personally, i think that *ANY* MMO's that doesnt try to keep people playing their characters once they hit the level cap is a poor MMO.
And I simply disagree. There's no way to keep people playing without making content either prohibitively hard, prohibitively slow or prohibitively repetitive. Any of these equals boring content, and the Incarnate system as designed and paced includes all three. I'd honestly rather have a game which isn't so concerned with wasting my time that it hurts the experience because of it. I'd rather have a game end and leave me satisfied than have a game peter out and have me leave a bitter, angry man. Like Lineage II, like 9Dragons, like Dragonica, like Aion, like Divine Souls, like Vindictus and a whole bunch of others.

There are plenty of games out there which are all about the end game. I remember many people citing as one of their reasons for playing City of Heroes and not one of its competitors as there being no end game here. I would personally rather have kept it this way. If I wanted end game, there are plenty of games out there that offer it. I've never felt that City of Heroes needed to be more like them.


Quote:
Originally Posted by Arcanaville View Post
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.