MMOs are Getting This Wrong
Summary
TLDRThe speaker critiques the use of daily content caps in MMOs, arguing that such systems, intended to prevent burnout, ironically cause it. They explain that limiting daily progression pressures players to create multiple characters and forces time-intensive play, which disproportionately affects casual players. Instead, they advocate for removing caps entirely, allowing players to engage at their own pace and enjoy a variety of content like dungeons, contracts, and quests without constraints. The discussion emphasizes that leveling the playing field should come from adjusting overall game ceilings, not daily restrictions, and criticizes pay-to-win mechanics as undermining the daily system's purpose.
Takeaways
- 😀 Daily caps in MMOs, intended to prevent burnout, ironically create burnout instead.
- 😀 Limiting content encourages players to use multiple characters (alts) unnecessarily.
- 😀 Without caps, players can progress at their own pace, reducing stress and burnout.
- 😀 Hardcore players naturally handle extensive play, while casuals shouldn't be forced to meet daily quotas.
- 😀 The argument that daily caps level the playing field for casuals vs. hardcore players is flawed.
- 😀 Pay-to-win mechanics in games invalidate the claim that dailies help casual players compete.
- 😀 Removing daily caps allows players to freely grind in dungeons, contracts, and quests.
- 😀 Content can be balanced through loot and progression, not by restricting daily activity.
- 😀 Classic MMOs managed player engagement without daily caps, showing caps aren't necessary.
- 😀 Game design should focus on overall gear/progression ceilings, not daily restrictions.
- 😀 Daily systems often create artificial pressure, leading to unnecessary burnout for players.
- 😀 Offering flexibility and autonomy in gameplay benefits both casual and hardcore players.
Q & A
What is the main cause of burnout in MMOs according to the speaker?
-The speaker argues that the main cause of burnout in MMOs is the capping of content, such as daily limits and progression gates, which forces players to complete tasks to avoid falling behind.
Why does the speaker believe daily content contributes to burnout?
-Daily content creates pressure to complete tasks every day, making players feel obligated to grind consistently, which ironically leads to burnout—the very problem daily caps were intended to prevent.
How does capping content affect players' use of alternate characters (alts)?
-Capped content incentivizes players to create and play alts to maximize their daily gains, increasing time investment and contributing further to burnout.
What solution does the speaker propose for reducing burnout?
-The speaker suggests removing all caps on content and opening up character slots, allowing players to play at their own pace without feeling forced to meet daily limits.
How does the speaker view the effectiveness of dailies in leveling the playing field between casual and hardcore players?
-The speaker believes dailies do not effectively level the playing field, as casual players cannot realistically compete with hardcore players due to the excessive time required to hit daily caps or progression goals.
What example does the speaker use to illustrate excessive time requirements in Throne Liberty?
-The speaker mentions that reaching full daily progression in Throne Liberty can require around eight hours of playtime per day, which is unrealistic for casual players.
How does pay-to-win content contradict the argument for dailies helping casual players?
-Pay-to-win mechanics provide an alternative way for players to gain progression, making the daily system irrelevant for keeping casual players competitive, which undermines the justification for daily caps.
What does the speaker suggest about the balance of content if caps are removed?
-The speaker suggests that content can still be balanced through diversified loot and progression systems, ensuring some activities are more rewarding without enforcing strict daily limits.
Why does the speaker reference classic MMOs in the discussion?
-Classic MMOs did not have capped content, and players did not complain about burnout, demonstrating that allowing players to play at their own pace reduces stress and promotes long-term engagement.
What criticism does the speaker have about game companies' approach to casual players?
-The speaker criticizes game companies for trying to make casual players competitive through daily caps instead of adjusting the overall ceiling of gear and progression, which would naturally accommodate different playstyles.
According to the speaker, how should hardcore and casual players be accommodated differently?
-Hardcore players can continue to push for maximum progression and grind, while casual players can progress at their own pace without feeling forced, as long as the overall gear ceiling and progression limits are balanced properly.
What irony does the speaker highlight regarding the intention of daily content?
-The irony is that daily content, which was designed to prevent burnout by pacing progression, actually causes burnout by forcing players to complete mandatory tasks every day.
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