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Massively Multiplayer Online Games (MMOs)

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Massively Multiplayer Online Games (MMOs)

Unread postby icycalm » 09 Dec 2024 06:07

https://robertsspaceindustries.com/spec ... ng/7525107

Torkimba Lanz @Gedrot wrote:
Ronin @MistyRonin wrote:But end-game raids in all MMOs have been gated to certain collectives (specialized guilds/orgs).


Used to be. Not anymore. MMOs had to evolve over the last 10 years to stay relevant. Which is why all MMOs releasing these days will have difficulty tiered content for the vast majority of the end game, make classes less dependent of each other, more versatile and kits freely changeable. Where as it used to be a dedicated tank, dps, support and healer roles, and changing your role required you to level and gear a whole new character. So now raids these days can be done via PUGs made through really dumb match making algorithms.

The people that play MMOs now don't have time for how things used to be. Modern MMOs heavily favor solo player content because that's what everyone can do when it fits in their schedule and the social aspect and activities add to the experience when people have the time to co-ordinate with others. Why do you think Star Trek Online is still kicking after 14 years? It sure as hell isn't the raids or TFO as they are called in that game. It's the ship sales, constant power creep to feed the ship sales and the story content to get new players engaged and old ones to return.
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