nigel_ht
04-08-2004, 02:59 PM
Well there are a few of issues with this debate that are not considered in the article:
1) The ratio of "casual players" to "power gamer" and the resulting revenue stream they represent.
2) The cost of power gamers on resources (ie bandwidth) vs casual gamers.
3) The average length of subscription between the two demographics.
4) The effects of poor code and game design on the power curve over time. Or in other words it pays to exploit early and exploit often. The folks that can get to the broken content first (ie power gamers) get the easy path to victory that is then nerfed (typically over-nerfed) so that the casual players need to slog through mind-numbing "content" to achieve the same ends.
Items 1-3 should be a factor in determining which demographic to cater toward...even if the only game that seems to cater to the casual player has been...ah hem..."less than fully successful" (Horizons).
Item 4 makes a mockery (or perhaps strawman) of the "life isn't fair" concept as MMORPG game designers have, as a whole, stacked the deck against the casual player. This isn't about "skill" but ability to take advantage of broken game mechanics while they exist to get ahead of the power curve and stay there whether it is items in EQ or realm points in DAoC or <your favorite example here>.
Having played EQ with FoH members and then Test Server players and finally a live guild with far above average representation of Best of the Best winners I can agree that some players are simply better than others. On the other hand, they are better because they understand the underlying game mechanics better than the average player and uses (or exploits) them to their maximum benefit. Tactics and strategies that once known to the general populace (and thereby the devs) are typically nerfed into oblivion.
The experimentation required typically is beyond the time constraints of a casual player and even if they could, once you drop behind the power curve, typically you cannot access the exploitable content (abilities, classes, mobs, etc) until after its been nerfed.
Life isn't fair but the MMORPG playing field should be.
If not, well, exploit early and exploit often. That has far more to do with becoming Maximum Mike than native skill because the game designers insure that if you do not they will make you a Special Ed.
Given that is the unwritten contract between MMORPG designers and MMORPG players I don't bother with MMORPG titles that I can't beta and then play heavily the first few weeks.
Nigel
1) The ratio of "casual players" to "power gamer" and the resulting revenue stream they represent.
2) The cost of power gamers on resources (ie bandwidth) vs casual gamers.
3) The average length of subscription between the two demographics.
4) The effects of poor code and game design on the power curve over time. Or in other words it pays to exploit early and exploit often. The folks that can get to the broken content first (ie power gamers) get the easy path to victory that is then nerfed (typically over-nerfed) so that the casual players need to slog through mind-numbing "content" to achieve the same ends.
Items 1-3 should be a factor in determining which demographic to cater toward...even if the only game that seems to cater to the casual player has been...ah hem..."less than fully successful" (Horizons).
Item 4 makes a mockery (or perhaps strawman) of the "life isn't fair" concept as MMORPG game designers have, as a whole, stacked the deck against the casual player. This isn't about "skill" but ability to take advantage of broken game mechanics while they exist to get ahead of the power curve and stay there whether it is items in EQ or realm points in DAoC or <your favorite example here>.
Having played EQ with FoH members and then Test Server players and finally a live guild with far above average representation of Best of the Best winners I can agree that some players are simply better than others. On the other hand, they are better because they understand the underlying game mechanics better than the average player and uses (or exploits) them to their maximum benefit. Tactics and strategies that once known to the general populace (and thereby the devs) are typically nerfed into oblivion.
The experimentation required typically is beyond the time constraints of a casual player and even if they could, once you drop behind the power curve, typically you cannot access the exploitable content (abilities, classes, mobs, etc) until after its been nerfed.
Life isn't fair but the MMORPG playing field should be.
If not, well, exploit early and exploit often. That has far more to do with becoming Maximum Mike than native skill because the game designers insure that if you do not they will make you a Special Ed.
Given that is the unwritten contract between MMORPG designers and MMORPG players I don't bother with MMORPG titles that I can't beta and then play heavily the first few weeks.
Nigel