The goal of this new mindset was accessibility, but the result was apathy and entitlement. If the early days in WoW are best summarized as "only the elite deserve medals" then the golden age was most certainly "everyone deserves a chance to earn a medal" — a design edict I will go to my grave vehemently defending.
But that isn't how things ended.
By my guild's final days, the message had morphed once more: "everyone deserves a medal." I like to think I did everything I could to keep the guild from hemorrhaging players, but the thrill of competition was gone. My own ideals now worked against me. I'd cultivated a mindset of skill mastery in a game that no longer valued elbow grease. It was no surprise, then, when players simply stopped showing up for medals.
http://www.polygon.com/2016/7/1/12078500/world-of-warcraft-eight-years-blizzard-raids
A great article on what happens when you take challenge out of a game. Apathy. Entitlement. Infighting. Looking down on skill and achievement.
A great article on what happens when you take challenge out of a game. Apathy. Entitlement. Infighting. Looking down on skill and achievement.
Your best players leaving.
Great gamer players like challenge, and I feel a lot of people like to call themselves "great players" when all they want to do is spend time with something with no real challenge.
A great player loses more often than he or she wins. There is no "everybody wins" with a Michael Jordan, he had to rise above dozens of other teams, injuries, schedules, and life itself to become a "great player." Nowadays, everybody is told they are a "great player" with little more skill than "show up."
And oh yeah, pay the subscription fee every month. Trust me, you are a great player!
Just keep that credit card info current, your greatness.
The first players of World of Warcraft had that, The best drops were incredibly hard to get. Whole raids sometimes produced nothing. But yet, they tried, and they built great raiding teams, piece by piece, and skill by skill, until they earned the right to say they were the best.
A worthy read, and one worthy of reflecting upon the current state of pen-and-paper games, for sure.
Are 'easy' games, intended to attract casual players, really causing players to leave?
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