Lil devils x said:
LOL! I completely agree. Thank you, I try not to rage about it these days much... Usually just disappointment and sadness now at the state of PvP in mmorpgs these days. Every once in a while I go off again, but honestly I start to say, " what is the point?!" they aren't going to fix it, they just make it worse and worse. When you talk to developers about it, they give you BS reasons, "that isn't possible at this time.." WHY?! because you spent all your money and time on graphics and can no longer afford to make games with the content and freedom the POS budget indy games have? It is just sad really. I feel the same pain.
Well, even with such exp. I do see that there is at least some measure of method to the madness. It is the same reason why many MMOs lack solo content of any real depth. When you have to develop a world that thousands will potentially inhabit, there is a sense of urgency to develop "for the masses"
If you want to see where that other side fails, Take a look at The Old Republic and its "solo/small group" focus. As players enter the world as individuals they all progress forward at their own paces. Some will blast through the content while others will meander. However, when you have an MMORPG demographic that has been conditioned to "always keep moving. Move forward, Move fast. Bigger, better, faster Stronger." and leave them to run through solo content, not only will they blast through it, but once they have they really will struggle to have reasons to continue playing because they are standing as king of the mountain, and otherwise all they can really do is twiddle thumbs and wait as others finally catch up to them in order to form groups strong enough to handle the true end game content.
That is exactly what happened with TOR. That is also why it only took 3-6 months before you started seeing population numbers drop like flies. There was lacking depth to keep those who blasted to the end game engaged. If they dont remain engaged, then by the time the general populous makes it there, They have left and those who just arrived are faced with the same problems as the ones who abandoned ship. To sit idle and wait for others to catch up.
Again, there is a degree of logic behind it. However that logic is rooted in focusing on a sustainable business model than to fully craft a world where players "portray" a "role" (and role not simply being interchangeable word for responsibility) with depth and complexity that challenges you to not only solve its mysteries, but to uncover mysteries long forgotten.
So when the expectation has been set that to be "successful" MMO you need multi millions of active players, then the focus invariably shifted away from creating a world for players to enjoy to ensuring what was going to be the most productive use of time, money and resources and maintain the largest number of players in order to maximize the profits they generate.
And this is why I referred to MMORPGs as in a ruined failed state.
Sorry, ranting again. Im done, honest. Going to bed now anyway.
Edit: Final: Im not a big fan of anything from Bethesda. But I do get that a big drawing part of TES has always been how "real" and how much depth their world was crafted with, as well as players having the chance to portray what they wanted as character in that world. This has always been one of the biggest conflictions of trying to push TES into true MMO in the first place and it is a confliction I have yet to see any sort of suggestion that TESO is capable (if they are even going to try) to overcome. A franchise built around one principle being shunted into a genre that currently exists on a foundation of a contradictory principle.