MMOGs Reaching For Casual Gamers 220
The Guardian Gamesblog has a nice bit of commentary up today discussing the push for MMOGs to connect with casual gamers. Announcements of Massive games on the next generation of consoles have been fast and furious, but skeptics seem to feel casual gamers may not make the leap. Indeed, even veteran MMOG players have difficulty with the genre, as a recent AFKGamer column on how to deal with Grind illustrates. From the Guardian article: "Still, in order to be a viable entity on a home console unit - competing directly with the likes of GTA, Super Mario and FIFA - things will have to change. Some may call it dumbing down, but the product must be created with the consumer in mind. Personally, while I consume my fair share, I'm still only primarily interested in them from an academic perspective, as resources of human sociability in online space" Update: 07/02 05:09 GMT by Z : Gamasutra's weekly question dealt with this exact issue. The opinions of industry participants are always welcome.
Freaking Grind (Score:4, Interesting)
Re:Freaking Grind (Score:3, Insightful)
Re:Freaking Grind (Score:4, Insightful)
Maybe that's why some of the underling assumptions need to be re-thought. Is there a way to present a MMORPG in such a way that you can get in, and get some cool stuff done without worry about some 40 hr/week player coming along and kicking the stuffing out of you with is 'super special nuclear sword'.
Obviously a game that allows for that sort of social structure isn't going to be popular among hard core gamers that like to newbie bash or fight master wizard battles.
Re:Freaking Grind (Score:3, Interesting)
These games exist. Check out www.puzzlepirates.com
You really don't have to CARE about someone being ranked higher than you in anything. Its just always a good time.
Oh, and no nuclear swords... although there are plenty to choose from.
Re:Freaking Grind (Score:5, Insightful)
Most MMORPGs use levelling and equipment as their primary rewards. It's the sort of system where time -> better character. If the goal is to provide the best experience for the casual gamer, then it seems like it would be a good idea to break that link, or at least minimize it.
If you want to attract casual gamers, it seems like some cash bonuses are in order. For example, if you charged $1/hour up to the first twenty hours in a month, then said anything above that was free. Chances are, even a "casual gamer" is going to play for fifteen hours a month, so the financial difference isn't huge. The point is to make them feel like they're not getting too gypped by not spending their every waking hour in Azeroth.
Now, if someone is playing an hour a night, every other day, they won't last long unless you give them something interesting to do in that hour. If just about every dungeon requires a five hour grind-a-thon to complete, that's no good. Whatever the goal of a dungeon is, there should be another path to that goal which--though harder in aggregate--can be completed in 50-90 minute chunks.
Casual gamers are good for a company because they provide steady revenue, and they outnumber the fanatics by a huge number. But the fanatics are the ones who run the clans, maintain the websites, buy the tee shirts, and tell all their friends about teh aw3som3st g4m3 EVAAAR!!!1 So it seems to me that going the route I suggest could suck away the most enthusiastic portion of the fanbase.
Re:Freaking Grind (Score:3, Interesting)
This seems to penetrate the entire issue. I think this is the entire problem for casual gamers. The MMORPG model is tied to accumulation, and people like gaining things - levels, items, spells, etc. It's human nature (and particularly effective for industrialized societies). But, it is not necessarily fun, just addicting. We all have addictions, but MMORPG's are not everyone's.
This accumulation model is basically just a placeholder for real content. Multiplayer games ha
Re:Freaking Grind (Score:2)
Also, what if the server owners charged by the minute/hour/whatever [online time] rather than by the month? That could be put everyone on a more level field - it might not be as attractive to those with crazy amounts of freetime, but for the rest of us it could work out better.
Re:Freaking Grind (Score:5, Interesting)
It's not even the amount that matters. £20/month for unlimited play means you feel a lot better about staying on for a while so you can enjoy the game more, even if the hourly charge means you pay less per month. It's the psychological aspect more than the financial aspect.
As for making MMORPGs more enjoyable:
1. Make the earlier levels more enjoyable. No-one likes spending weeks doing nothing but killing rabbits over and over again. Make it something interesting. A grind is never fun, it's like being at work only with no monetary reward. Find a new idea, rather than the tired old 'find mob, kill mob, loot, and repeat'. That got stale back in the 80s. Concentrate less on the graphics and more on the gameplay. If the game's fun, exciting and psychologically rewarding enough, you won't notice how good or bad the graphics are, you'll be immersed in the game no matter what. Even text-based MUDs can have more immersion than even the most technologically advanced graphical game.
2. Find a new genre. No, you're not Tolkien. Every single game doesn't need trolls, orcs and dragons. Nor magic spells. Get some new ideas. Every other MMORPG seems to be exactly the same. It's just Diku in graphical form. The ones which stray from the genre tend to be just based on graphics with little gameplay. Eve Online for instance seems to be a game for the purpose of displaying their 'fog' technology.
3. If you're having PK make it reasonable. You don't want high players going round killing every lowbie they find, but if you have a good situation, like a war, where each side is on different sides of the map, and PK is free across the sides but restricted on the same-side, then low level players can spend their time in and around their own cities with little danger, whilst the higher levels can go and wage war against similarly-skilled players. Of course each side can invade the other side's towns now and again, so there's always that distant vague fear that keeps the game exciting.
You can restrict the frequency and effectiveness of the raids with the right balance of defensive mobs which keep out or disrupt small groups of raiders allowing the newbies to get away, but not too high so a large group can get in. In the MUD I used to play, it worked like this: you needed a relatively large group to conquer a town. Of course large groups didn't form very often because you needed a large number of players on one side, and as the game was international it didn't happen very often.
4. Make the game rewarding and exciting. Killing mobs isn't exciting unless it's the first time. PK is always exciting, especially when you're unexpectedly jumped by mobs. Make the good equipment rare enough to be worth getting, so when you loot a corpse it's satisfying. I bet a lot of people can recall that feeling when you're playing a game and suddenly you find a great piece of equipment you hardly ever get. Although it can't just load in a predictable place, you need that feeling that if you get a bit of luck it could fall into your hands, if you get the right kill in the right place. That keeps it interesting, even boring situations can turn into great situations. Of course grinding-games like Everquest with fixed-mobs and fixed-loads will never be that exciting. Equipment can't load consistently, it has to be random. That evil dragon can't load the magic potion every time, it has to be say 1 in 5. And you can't find out 'till it's dead. That's what makes it exciting.
When you gain a level, it has to mean something, even at low levels. Going from level 1 to 2, or 4 to 5 should give you something on top of the number. New exciting skills, powers,
Re:Freaking Grind (Score:2, Interesting)
After playing a round of golf this weekend I realize what PKs in MMORPGs need. Handicap. Then when two players come together either the lesser of the two is given some sort of advantage to compete or the better of the two is brought down to the other ones level. This then becomes a battle of who is a better fighter, not who has the most toys/buffs/etc.
Re:Freaking Grind (Score:3, Interesting)
Re:Freaking Grind (Score:2, Informative)
additionally, it is the only game where there is a true ingame economy. most of the other games have vendors that will buy things from the players, to my knowledge, it is the only game where the players are the only participants in the market.
i don't play the game anymore, but when i did play the game
Re:Freaking Grind (Score:3, Informative)
much described Dark Age of Camelot, the crack-pipe I can't put down
1) DAoC has new quests for the lowest levels, that both tell a
story and gives OK equipment to start with. Lots of killing, of
course, but that isn't necessarily all. Many new Catacombs quests
are also entirely peaceful, and rewards are 5-20%(!) of a level
plus occasional gear. Then there are the instances, a faster form
of grind for those who still want it.
2) The setting isn't exa
Everyone's got the answer, huh? (Score:3, Interesting)
"1. Make the earlier levels more enjoyable."
EQ2 had a crap load to do at low levels. Even EQ has plenty to do, explore, etc. At low levels. You've put your own pressure on yourself to "grind" them away instead of enjoying them. And there's even games without levels at all (SWG, etc.)
"2. Find a new genre. No, you're not Tolkien. Every single game doesn't need trolls, orcs and dragons. Nor magic spell
Re:Freaking Grind (Score:3, Insightful)
I would like to see some effort put into making every chara
Re:Freaking Grind (Score:2)
For example, they could do a MMO version of GTA in which you cou
Re:Freaking Grind (Score:3, Insightful)
There's no "grind" in Uunreal Tournament or Counter Strike. Your only indicator that you're doing better is, well, doing better. You know it's fun because you're having a good time, not because you reached 60th level.
I kind of look at it like exercise.
If you gave a group of people $10 every time they went to the gym, then after
The Grind (Score:5, Interesting)
Re:The Grind (Score:2)
I enjoyed it quite a bit, but got tired of the very-unrestricted PvP...
Once you have 100 million ISK or so, you pretty much have to be out in unprotected space to make any money. And it was always the case that two properly configured players could have a 95% chance of wiping out any single player that appeared, with little you could do... got really sick of dying at gate-camps when I wasn't in the mood to PvP.
I didn't quite
Never gonna happen (Score:2, Insightful)
These 3 factors will exist in any game, leading to people who are just better than you, period, defeating the fun the casual player would normally get.
Re:Never gonna happen (Score:2)
Re:Never gonna happen (Score:2)
Re:Never gonna happen (Score:2)
Consider how trivial to defeat each of these:
Gamers with more time: make advancement fast, with a large dynamic range, and taper off the power growth in the 80+ hour range.
Your experience as a low time player is that you get a lot of power quickly. As a long term player you can continue building power, but things get slower. Short time players can reasonably expect to get most of the power of a lo
Re:Never gonna happen (Score:2)
academic perspective (Score:2, Funny)
Frigging finally (Score:5, Interesting)
Frankly, I'm just not a kid anymore. I can't spend 8 hours a day on a Wintendo playing a game. The only games I'll play today are ones that don't suck up my time and aren't Windows-only. That means I don't play many games.
Time ain't what it used to be (Score:4, Interesting)
I have some friends who have been into MMOG's for some time and about two years ago they tried to get me into EverCrack. It seemed interesting and all, but I never got into it because I saw what happend to them. One of my friends played so many hours that when he calculated it all, he figured he'd invested one year worth of gaming over a three year span. That is, one third of his time was occupied with EQ. The other two are a couple who played EQ side by side for hours and hours and hours.
All three of these people who are in their 30s were able to devote so much of their time to EQ because they didn't have to worry about money. None of them worked a normal full time job, and none of them had kids. I took one look at their addiction and realized there was no way I could hack it, so I didn't bother with more than a cursory couple of game sessions.
I'm looking for the day when the casual gamer like me has an alternative that's better than a choice beteen time-sucking MMOGs and YAFFPS (Yet Another Fuggin' First Person Shooter). Until then it's Ace Combat for me.
Re:Time ain't what it used to be (Score:2)
The thing that makes my situation ironic is that I hate FPS games, even though they're all that's available to me without too much time commitment. I played Ultima Online in my Wintendo years and it quickly went the way of Everquest. Endless time sinks. Even though you can play the game for free now, I find myself disinterested thanks to the time sinks and the lack of a non-Windows client.
Maybe someone will hear the cries of the casual gamer and write a decent crossplatform MMOG that doesn't suck
Re:Time ain't what it used to be (Score:2)
I seriously thought I was the only Slashdot member who felt this way. Every time I bring up the idea that video game developers are stuck in an utterly non-creative rut (hey, how about another game where people with big guns run around and blast the shit out of things?), people jump on me as if I've called the Pope the Anti-Christ in the middle of Vatican Square.
The problem is that the industry is really very much like the movie industry
Re:Time ain't what it used to be (Score:2)
It's actually a pretty varied game, with the story eventually
becoming optional. But first-person shooters are indeed getting
tiresome. More sneaking games, please! Thank goodness for consoles;
drop in disc, play a little, pause anytime you're like, and if
the designers were smart (like in Legend of Kay) save anytime you
feel like it.
Re:Time ain't what it used to be (Score:2)
In many of these MMOG games, build
Re:Frigging finally (Score:2)
The are certainly aspects of the game in which you can't really compete if you aren't a full time player. You're not going to be running a big flag and cont
Re:Frigging finally (Score:2)
Re:Frigging finally (Score:2)
Re:Frigging finally (Score:2)
OTOH, if you're speaking about being able to keep playing with friends that have progressed at different levels, I can unders
Re:Frigging finally (Score:2)
Personally, when I played MMORPGs, I played for the PVP aspect of it. And when you're into PVP, if you're not an uber maxed out d00d, you simply cannot compete.
I remember a time in Ultima Online when you could start a character and finish him in a day. You'd be on the same level as everyone else and all that mattered at that point was skill. It's certainly not that way anymore; even the free servers which are dedicated to being "retro" can't qui
My Kid Loves These Things (Score:2)
At some point, this genre, movies, and cartoons all kind of become the same thing. Maybe that's a good thing? It's defi
Grind still is a huge issue. (Score:4, Interesting)
99% of MMOG's (except Guild Wars, but it's not quite a normal MMOG, I'd say it's more like PSO) depend on subscriptions for their main profit. This leads to design decisions that would be considered horrible in any other type of game: infamous level grinds, mandatory level cap quests that require hours of killing to find some rare item, and worst of all, forced grouping (I'm looking at you, FFXI).
I quit FFXI for two of those reasons. I was looking for something to play one or two hours a night, but the combination of forced grouping (Waiting 45 minutes to an hour for a WHM was just too painful) and the level grind made it impossible to get anything useful done in less than two hours.
WoW looks like it may have resolved a lot of these issues. A lot of the 'hardcore' guys criticize it for being 'too easy' to get to high levels, but from my limited experience, it seems like the fun/grind ratio is much higher than it is for any other MMO I've played.
Re:Grind still is a huge issue. (Score:2)
Heh.
WOW isn't any better (Score:2, Insightful)
Re:WOW isn't any better (Score:2)
If you think that it's like "running into a wall" once you get to level 60, the problem is you, not the game. A finitely sized group of MMOG developers can only create a finite amount of conte
Re:WOW isn't any better (Score:2)
Absolutely. It is however kind of difficult to just leave an MMO. It's like a breaking up a relationship or something. Especially if you have a guild of good people you play with.
When World of Warcraft came out, a lot of my City of Heroes guildies dug out for the new game. As I'm not a hardcore player I still hadn't hit level cap yet and neither had my rl friend. So we both stuck to playing with a dimish
Re:Grind still is a huge issue. (Score:3, Interesting)
It's telling that a Blizzard dev made a forum post about adding a new "casual" raid dungeon into the game-- his idea of "casual" was 20 players and 2 hours! (Forget that it takes at least 2 hours to even gather 20 players!) In fact, I think I can trace that to the exact moment when
Planetside? (Score:5, Insightful)
It was fun and I had a blast playing the first year. Then they introduced so-called "command" skills which required lengthy accumulation of "points" eventually resulting in special "command" powers like evoking god beams from space to annihilate a few acres of players. Within a few months every non-casual player had this and satellites were going off every few seconds. Then came "mechs"; another lengthy point accumulation resulting in practically unkillable casual player eating monsters. At that point I quit.
Had Planetside not changed into a game of point accumulation I would still be playing. They could have introduced new environments (sea combat, air combat with more depth, hacking that wasn't merely watching a progress bar, buildable structures, customizable vehicles, elaborate sensor and trap systems, etc.) Instead they introduced things that stratified players into those who had 10 hours a day to play and those that didn't.
Making a causal player friendly MMOG is easy. There is basically one rule; if a player must play more than 1-2 hour every other day to stay on par with the hardcore players (in terms of "stuff") it's not going to work for casual players. The game must rely on skill and knowledge rather than accumulation of wealth and rank. End of casual player requirements.
Re:Planetside? (Score:2)
I'm thinking specifically of including online gambling within the MMOG for casual gamers, but I imagine you could create other environments where less skilled players could go and have fun.
Re:Planetside? (Score:2)
Re:Planetside? (Score:2)
Sea combat, city combat, air combat, space combat could've kept that game fresh and innovative for years. They could've even added more skills to the game and raised
Painful memories. (Score:3, Interesting)
Everything was going great in beta, but the downhill started one -day 1- of the game's release. They made a massive and totally untested change, even the manual described the way the game was in beta.
In beta, you got -full- XP for every kill anybody in your squad made. On release day 1, they divided it by the number of players. On average, if you were used to 10 man
Re:Planetside? (Score:2)
I totally agree with you. Many a times I've given MMOGs a try and what basically ended up happening was most of my friends would end up way stronger th
Is a casual MMORPG even possible? (Score:3, Insightful)
The problem is that World of Warcraft is ultimately starting to alienate both hardcore gamers, who rushed through the content and are now bored, and casual gamers, who are just now starting to finish the content and are now discovering that they're getting bored too. A proper setup needs to somehow balance both casual gamers and hardcore gamers.
Final Fantasy XI [playonline.com] had an interesting system set up originally that could have made it casual friendly and allowing hardcore to have fun too, by allowing casual players to play one job and hardcore players to play several jobs (on the same toon) thereby allowing hardcore players to get more rewards than casual - but not sufficiently more to be completely overpowering. Except FFXI made soloing impossible (no, Beastmaster doesn't count, because you have to have grouped to get it in the first place), and that concept was totally defeated when they raised the level cap from 50 and started adding end-game pseudo-raid content.
Ultimately, you have to find some way to allow both casual and hardcore players to succeed, or else both are going to get bored and leave. WoW is an interesting case-study in that - it'll be interesting to see how the next several months go as more and more casual players reach level 60.
Re:Is a casual MMORPG even possible? (Score:2, Interesting)
Hardcore players don't want casual players to be able to obtain high-level items even if they play the same amount over a different time spectrum. The casual player of course wants the same (or equal) rewards even if they can't commit 50+ hours per week or even go raiding.
Many things come into play here specially those that relate to "real life". I'm sure m
Re:Is a casual MMORPG even possible? (Score:2)
They are also planning on debuting raids that can be done with about 20 people in a 3 hours the most. That I find casual or atleast more casual than the hardcore instances, and once people get it to an exact science it will be far quicker.
What I like to see are soloable mini instances
Bad for all parties (Score:2)
The way to deal with the grind... (Score:2)
Re:The way to deal with the grind... (Score:2)
LOL. Never tried mining in that game, have you?
Eve has a grind, it's just that you grind ISK and not exp.
Re:The way to deal with the grind... (Score:2)
Reach the Casual Player (Score:3, Interesting)
Addiction (Score:4, Interesting)
I hate subscription model games as well. I want to 'own' something, and have the ability to create a server of my own should I want to play with others.
Re:Addiction (Score:2)
Re:Addiction (Score:2)
Duh.
Play the bad guys? (Score:2)
MOD UP ^^^ (Score:2)
Re:Play the bad guys? (Score:2)
If the game's AI is that bad, a n00b is going to get dominated ^^. The thing is noobs don't know any of the keyboard shortcuts. They can't mouse very good, thier mice get full of gunk, and they have a cheap $3 oem mouse, instead of a 5-button M$ Optical mouse.
Believe you me, all I do on b.net is patrol move*, it's funny to see the n00bs try to out micro the ai ^^; while I'm busy deciding on which units to make next...
*= I still play wc3
yeah, me too (Score:3, Funny)
How to succeed (Score:2)
Right. (Score:2)
I bet you only watch TV for the PBS shows, and read Playboy for the articles.
Leveling madness... (Score:2)
Example 1 [nyud.net] (the maniac phase)
Example 2 [nyud.net] (the depressive phase)
Casual gaming does not require a subscription... (Score:2)
The problem (Score:2, Interesting)
You see, developers can not instantly produce endless wells of content. Nor can they stay in development beyond a certain period of time to build insane masses of content in advance. You have to draw a line somewhere based on development costs and development time.
A further issue that is arising is the increas
Re:The problem (Score:2)
Everything that's out now won't last. They'll exploit those they can, but the killer MMOG app has yet t
Bullshit. (Score:2)
Yeah, and I bet you only read playboy for the articles.
Casual player (Score:4, Interesting)
I can hear the question now, "if you want to solo, why go online?" The fact is, the environment is nice for a number of reasons: learning by watching, ask people questions, sometimes people even give you things, sometimes you do feel sociable or find a good group, sometimes you do want to play with friends.
One of the things that surprised me about it was how much like myself I actually played. I'm much more outgoing in email and usenet than in real life, but when it comes to direct interaction with immediate feedback...all of a sudden it was as hard to meet people as it is in real life. Well, not quite, but as I think about it, there's a real difference between tossing something up in the air for all to see and those interested can respond to if they want versus directing something to a specific person and being unsure of their reaction.
Depends on the game... (Score:3, Informative)
My point is that it *can* be done. This is at least one example.
Guild Wars - not true MMOG, but minimal grind (Score:2)
time (Score:2)
Guild Wars (Score:4, Interesting)
Here are some of my experiences from playing Guild Wars:
Casual Players interested in PvP need not apply (Score:2)
This is a real shame because the game was originally marketed as the game you'd just pick up and play when you want... how you want.
By the time of retail release it became a requirement to play approximately 1000 hours of PvE unlocking skills to compete in PvP and GvG. There are pre-made characters you can hop on without playing any PvE, but they just can't com
Shenmue (Score:2)
He's using Shenmue, of all games, to illustrate this point? Shenmue was bloody brilliant. Nothing was a grind, and I don't recall having t
My experience with MMOGs (Score:2)
* BBS Stuff/MUDs - fun here and there, the turn-based stuff typically ended up being a lot more fun because it didn't suck the tremendous time later games did, but it died a long time ago.
* Sierra Network, Neverwinter Nights (on AOL), STC and early proprietary networks were always stunted by the technology and were unable to deliver immersive worlds worthy of loyalty.
Re:If it wasn't for UO.... (Score:2)
Dream on.
EQ was the child of MUDs, not UO, which is why it came out of the box and kicked UO's ass up and down the street.
If UO never existed, it would have had little or no effect on EQ. The only thing UO may have taught EQ is that PVP sucks.
Lets talk casual gamers... (Score:2)
Huh?
If they're casual gamers, there should be no need for the grind to slow them down. It took me almost a year to get to level 50 in CoH. I've been playing Guild Wars since launch, and still haven't run out of PvE content. The key point about casual gamers is that they play, y'know, casually.
Sure, the regular MMOGers will turn up, play the entire content in 3 hours, and go do someth
Subspace/Continuum (Score:2, Informative)
I pick it up whenever I have 10 minutes.
Check it out.... [subspace.net]
MMO for All (Score:2)
1) No Leveling. Create a character, play that character til you're bored with them - they don't continuously "improve". Let people have fun WITHOUT the Grind. Or make character improvement rare, unique, totally unpredictable, earned when a special opportunity came up (but you don't
Then make a change... (Score:2)
If companies want casual players then they need to make a change. Either make the software free or the subscription free. Do not charge for both!.
"Resources of human sociability in online space" (Score:2)
Read any good articles in Playboy lately, buddy?
Short-circuiting. (Score:2)
A friend of a friend who got hooked on Everquest wound up losing custody of her child (under six years old, I
Re:Why would.. (Score:3, Insightful)
$8.50 for just two hours of entertainment makes no sense at all.
Re:Why would.. (Score:2)
which is why i tend to wait a while and buy the dvd for only twice the price of a movie ticket (which i'd have to pay anyway, as i'd be going to the movies with my wife)
Re:Why would.. (Score:2)
Why would a casual gamer pay $10 a month to play a game?
As the owner of such a game, I can tell you it's easy: make sure the players can create free accounts, make them interrested and eventually addicted, and charge fees for additional features, such as in extreme cases advancing above a certain level, or perhaps removal of advertisements, extra statistics, extra means of communications within alliances, etc.
It's all about making the addiction, eventually they will want more. And hey, they play the
Re:Why would.. (Score:3, Insightful)
Totally, I forget to play free ones (Score:3, Interesting)
I've been playing iClod City or whatever (does that even qualify?) which is turn based, but free, and often go days forgetting I was even playing.
By the time I com back, it's difficult to remember what I was doing or what I had planned to do next.
I dunno, to me sounds kinda like companies are getting desperate to find an audience.
Maybe the reason is cost, even at 10 bucks a month, if you're playing 5 or 6 of them, that's (duh) 50 or 60 dollars just for online gaming. Coupled with the prices of consol
Re:Why would.. (Score:2)
Re:Why would.. (Score:2)
The casual gamer gets... One game. And after every 5 months, he's spent enough keeping this game that he could have bought an entirely new game, and then he'd have two [then 3, 4,
Re:Why would.. (Score:2)
I think the casual gamer is already using this sort of reasoning when it comes to paying monthly feeds for games.
Although Ala Carte TV service is going to let casual viewers pay $15/mo for the 3 channels they watch. This is actually like games with monthly fees. You pay $10/month for the games you are interested in playing. (plus the $50 up front for the game, which I guess is sort o
Re:Why would.. (Score:2)
That's the main reason I don't play subscription games. If they were all free to download, and I could pay a subscription to a publisher or gaming service and have the choice of 50 games to play whenever I wanted I would definitely consider that. But $10 for Warcraft, and $10
Re:Why would.. (Score:2)
http://totalgaming.stardock.com/ [stardock.com]
Big and small games, and not a single FPS
(They're also working on an MMORTS)
Re:Pure Meaness (Score:2)
I'd be surprised if it wasn't the first thing that happened to you. I mean, do you seriously expect to be the best at something the moment you start? The fun is not beating the crap out of other people (unless you get turned on by cheating at games - these types go for the instant gratification right away), the fun is actually BECOMING good. The journey is more important than getting there...
If you don't believe
Re:Pure Meaness (Score:2)
Yeah, that's what I want! I want a game that is moderately hard. I should start out doing OK and within 15 minutes be able to beat the computer. Then, I want to increase the difficulty level and make it slightly harder. After 10 hours I'm going to loose interest anyway.
Patience Grasshopper. (Score:2)
Re:Patience Grasshopper. (Score:2)
Re:Pure Meaness (Score:2)
WoW on a PVE server also is mostly only consensual PVP unless you go into a PVP area (i.e. an opposing factions town).
In both games I certainly didn't get creamed from the get go. CoH has a nice tutorial which gets you up on the interface and general gameplay. You start off busting heads too.
In WoW the first 10 levels are practically a tutorial. Easy