The repetitive design of MMORPGs, particularly their use of the "get the new Carrot-On-A-Stick", is there because it works. The problem there?
It works.
The issue falls blame just as much on the players as the developpers, because they are satisfied with the same thing over and over again. Of course, the game makes great use of operant conditioning (a valuable tool when used in the appropriate context) to functionally program the players' thought-processes into actually being fine with it (which one could argue as being ethically questionable). People get so complacent with the game's design and prevalence that they'll overlook other games which are better in (almost) every way; try a game outside the genre, and it should become very obvious what you've been missing (at least once you can stop thinking about your MMORPG of choice).
The whole system is a fairly basic routine which doesn't take a lot of creative input or variation to come up with a working product that gets great results. For the MMORPG to move away from this model into more innovative (for additional) would probably crush the standard model of the genre, because it would then evolve into functionally just making an entirely new game; not to mention the game could hypothetically collapse under it's own increasingly massive size (as in no computer could really handle it). The whole idea of the current MMORPG model is to build a system which requires minimal input from the developper/publisher while bringing in the maximum amount of profit; maintenance costs are lower than development costs (and developping an addition to an existing game is cheaper than building an entirely new one), and the steady stream of subscription fees means they're laughing.
The whole thing is built around non-innovation; build a cash-cow that works (and it certainly works), then keep it working for as long as possible. They don't want to rock the boat with innovation either, because new ideas aren't guaranteed to be received well; refinements on the system are much more reliable.
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For MMORPGs to move beyond the current complacent model would result in the genre as a whole (at least any resemblance as it is right now) to crash and burn, probably rather dramatically.
And in case it wasn't obvious enough already, I would still like to see that happen.
It works.
The issue falls blame just as much on the players as the developpers, because they are satisfied with the same thing over and over again. Of course, the game makes great use of operant conditioning (a valuable tool when used in the appropriate context) to functionally program the players' thought-processes into actually being fine with it (which one could argue as being ethically questionable). People get so complacent with the game's design and prevalence that they'll overlook other games which are better in (almost) every way; try a game outside the genre, and it should become very obvious what you've been missing (at least once you can stop thinking about your MMORPG of choice).
The whole system is a fairly basic routine which doesn't take a lot of creative input or variation to come up with a working product that gets great results. For the MMORPG to move away from this model into more innovative (for additional) would probably crush the standard model of the genre, because it would then evolve into functionally just making an entirely new game; not to mention the game could hypothetically collapse under it's own increasingly massive size (as in no computer could really handle it). The whole idea of the current MMORPG model is to build a system which requires minimal input from the developper/publisher while bringing in the maximum amount of profit; maintenance costs are lower than development costs (and developping an addition to an existing game is cheaper than building an entirely new one), and the steady stream of subscription fees means they're laughing.
The whole thing is built around non-innovation; build a cash-cow that works (and it certainly works), then keep it working for as long as possible. They don't want to rock the boat with innovation either, because new ideas aren't guaranteed to be received well; refinements on the system are much more reliable.
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For MMORPGs to move beyond the current complacent model would result in the genre as a whole (at least any resemblance as it is right now) to crash and burn, probably rather dramatically.
And in case it wasn't obvious enough already, I would still like to see that happen.