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Let me think about this question logically.
One game contains of a subset of all the gaming I could do. If I decide it has too many options for what to do, then what's the alternative? If I look for a new game, that meaning I've choosen to open up *more* options for what to do. So on the grounds of pure logic alone, I would argue that no, a game can never have "too many options".
What it sounds like to me is that the OP is projecting a completionist personality and is not seeing a nice series of plateaus that they can strive for.
Originally posted by greenreen Nah, in GW2 I was wearing green gear when there was yellow and orange as better available.
There is a concept called "The Paradox of Choice" where adding more options just leaves you feeling less happy with your choice, whatever it is.
There's actually a long tangent I could go off on here on my theory of why game designers have over-estimated the interest in story because questing systems were very good at breaking the paradox-of-choice rut people would find themselves in when they had the freedom to go anywhere and fight any mob.
Originally posted by greenreen Has anyone ever been in a game and found themselves saying, there is too much to do, I can't possibly play this game? How much is too much or is it never too much. Can you prioritize what you want to excel at and the rest accept mediocrity letting someone else excel at that portion if they choose that as their priority. How do completionists deal with too much content or does it just encourage them to spend time on alts spreading out talents that must be specialized to a single character. As a sideline on the topic, do you consider daily/weekly/monthly tracking systems content themselves? I expect they might get brought up so it makes sense to include them on the table.
Is there such a thing as too much fun?
Waiting for:EQ-Next, ArcheAge (not so much anymore) Now Playing: N/A Worst MMO: FFXIVFavorite MMO: FFXI
Never can be too much. Often there isn't enough.
Only time you hear someone complaining about too much content is usually from a person limited to casual playing and is unhappy they can't do it all. Causals need to realize they can't be completionists.
Do you consider daily/weekly/monthly tracking systems content themselves?
Yes, that is content but very shallow content. It works if you can put up with the grind, which is often going to be raiders.
Really does depend on what that content is.
I have subbed to EQ2 with the intention of playing it, discovering a world I have tried to on many occasions. I find I am assaulted at levels by a hundred different things, and then I see another hundred things that I can't get because of money issues or the fact I don't own the expansion.
For example the mercenaries feature, lets you recruit a merc to assist you on your travels, killing things and healing you or even tanking for you. This is a feature I need to unlock by spending $40, something I cannot justify. So I lost interest in the game rapidly.
I know this is a feature, but is it not features that tend to overwhelm, not content? To me content is twenty dungeons instead of ten dungeons, or five battlegrounds as opposed to three.
Now when all of the features work in harmony, you can have as many as you want to, but when they are added as after thoughts, they can at their best work, in a bad situation detract, and in the worst turn someone away completely.
Originally posted by Quirhid Yes. When the quality suffers.
You didn't answer fairly, you decided to twist it to "make a smart point".
Answer it AGAIN without changing any other variable.
I would have to say yes and no....
Yes because if its just repeated quest in a new look then I really don't want to waste my time with it. I want that quality like some people have been saying. Not run 50 lvls of go kill x y z.
No because no matter how much you put on there there will see be people that blow through it just to get to the highest lvl as fast as possible. Which really brings up the question does content really matter too some people. I smell a new thread be back later lol.
Originally posted by maplestone Originally posted by greenreen Nah, in GW2 I was wearing green gear when there was yellow and orange as better available.
You mean we should return to the old "grind and camp mob spawns until you outlevel those and move on to the next one"?
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
Originally posted by Quirhid You mean we should return to the old "grind and camp mob spawns until you outlevel those and move on to the next one"?
No. What I'm saying is that I sometimes see a mental block in discussions that equate quests with story. Questing systems (that hand the player a series of finite, achievable goal) are an example of a layer of structure that breaks people out of the rut created by the paradox of choice. Story is just one example of an excuse for having quests. Bulk order deeds in UO are an example of a different questing mechanic that is not story driven.
An MMO has a population.
An MMO has a social component.
If your content causes the population to spread out such that the social component fails... then you have too much content.
Similarly, if your content requires grouping, then a similar situation can develop.
So, yes, depending on the design, you can have too much content.
Originally posted by dumbo11 An MMO has a population. An MMO has a social component. If your content causes the population to spread out such that the social component fails... then you have too much content. Similarly, if your content requires grouping, then a similar situation can develop. So, yes, depending on the design, you can have too much content.
This is altering the subject just like including the quality of content. Content that has no social component will fail to make for a social game. The size of it does not matter.
Similarly? You think grouping content causes the social component to fail? That doesn't make sense.
Originally posted by mmoguy43 This is altering the subject just like including the quality of content. Content that has no social component will fail to make for a social game. The size of it does not matter. Similarly? You think grouping content causes the social component to fail? That doesn't make sense.
Imagine you have 1000 players.
You make 10 zones of content, and each zone (on average) has 100 people.
You make 100 zones of content, and each zone (on average) has 10 people.
For a new player, general chat on the first MMO will be lively, and likely dead on the second - depending on level size they may not see any players at all...
If players do not meet, they do not form relationships, and a definite MMO 'hook' is lost.
It's an extremely serious problem, SWTOR suffered from the same problem (but a different cause) and was crippled by it.
My comment regarding grouping is similar.
If you need 10 people to form a group, and you have 1000 players and 100 zones, then a large number of zones would be incapable of forming groups. That would hurt your game.
Few MMOs suffer from 'too much content', but it is certainly possible to have too much content.
Originally posted by dumbo11 Originally posted by mmoguy43 This is altering the subject just like including the quality of content. Content that has no social component will fail to make for a social game. The size of it does not matter. Similarly? You think grouping content causes the social component to fail? That doesn't make sense.
That is assuming much and is limited to a certain setup. And we aren't talking about content anymore(zones =/= content). It is now about the game's space being too large or disconnected from the rest. The game space per player of EVE is spread even more thin than SWTOR and yet it is a more sociable environment. So because of the "due to design" addition of "can there be too much content?" variable is unreliable it can't be used.
Also, I don't share your opinion that more people bumping into one another more frequently will equal a social experience. It is about what can happen in that interaction.
never had this problem, if are a lot to do, I just take my time.more like if game has poor content, I'm getting bored from repetitive stuff & leave.
try before buy, even if it's a game to avoid bad surprises.Worst surprises for me: Aion, GW2
I'll add when the content is "thrown in" for the sake of a developer saying "we have this feature".
Originally posted by mmoguy43
Eve has very little content. It just copies everything over and over and over... You wouldn't accept that in a "terrestrial MMORPG".
In this case even deficit of quests is too much. :-)
Otherwise ... enver ever. Only thing I hate is being forced to move to next area with half quests still unfinished. Like in Wow since I guess Cata. Best solution so far I see in GW2 where level of player adapts to that of area. Incredible solution which makes all quests fun and still need work instead of one shot kills as in other games.