The big war,
D-Day, It was September 18, 2008
Warhammer Online: Age of Reckoning
The end of first and second generation mmorpg's
The beginning of Dynamic Event auto play, simply park your character close to the action and watch your exp go up. Grab a cup of coffee, come back and collect your reward.
Other small victories:
Apr 26, 2011, World of Warcraft Dungeon Finder, all Hell brook loose, people scrambling everyplace, refugees leaving major cities trying to find a home in a real mmorrpg. Those that stuck around to fight simply pressed a button and ended the social reason to have any community.
Exact date is un-known, records were destroyed, some say LoTRO and D&D Online but this is unclear.. The last phase of the battle's were the Easy Game Play and Cash Shop's. The player no longer had to do anything. Skills on the hot bar all did the same thing " kill everything in one shot", Healers and Tanks were out of a job, no one took any damage for ANYTHING TO MATTER !...… For the player to stay on the battlefield for extended period's he would need supplies, food and water and ammo, this was distributed by way of Cash shops. Pilfering happened, developers denying bag space and cut off zones for players to enter unless they used the " built in store". Those with LOTS of money survived.
Nothing Old School was standing. Little pockets of resistance with emulators. Some escaped to "retail" Old School, but were turned away with patches that made them extremely easy too. They now worked for the enemy !
The end of modern civilization
Comments
You can see my sci-fi/WW2 book recommendations.
And dynamic events are not different from quests, the only difference is really how you recieve them. Just like most quests most DEs are garbage but that is more because they are poorly made, not that quests are a better way to spoon feed people the content.
If you want someone to blame it would be better to blame TBC and Wotlk, those 2 Wow expansions really started the dumbing down of the genre.
As for the dungeon finder, it is more of a symptom. They made dungeons so easy that any random players could do them with very little co-operation and that is the real problem. No-one would have used a dungeonfinder back in EQ cause if you put together a random group without co-ordinating your builds and classes you would fail far too often.
And it is more like the nazi invasion of Poland then the D-day .
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I've been wandering the wasteland since it all went to hell. With my battered and bent armor and my rusty sword. I shuffle through the dust of this lifeless hell amid the bones of what once was.
Sometimes I see in the distance the bright, flashing lights of those new places. There is a temptation...but I stay well away from those places. The people there are not right. Those places----change people. There is a wrongness to it all I can't quite define but I won't let it infect me. No, I'll stay out in the dead wastelands and at least I'll still be myself--alone but uncorrupted.
I see one of those new places now. All bright and shining. It seems there is a strange glowing symbol hovering in the air above it. I feel almost compelled to go closer and inquire....
But no! I recover my senses. I won't go there. I turn away and shuffle off into the dust and the darkness....alone.
Logic, my dear, merely enables one to be wrong with great authority.
It's sad MMOs have passed on but at least it was a natural and honorable death.
https://world-of-warcraft.alteredgamer.com/wow-articles/48061-the-five-most-important-things-world-of-warcraft-learned-from-warhammer-online/
Most of the evolution has been in the graphics, most of the devolution in the gameplay and financial model. Call it "streamlining" if you will, call it action combat when it is only a zerg fest, remove housing even raids and call that progress. All of that is devolution to me.
As for the changes in financial model, from cash shop to loot box to GASS to whatever, it will not end. That is a devolution of the fair playing field, the integrity of a subscription and expansion model.
The first icon of the new Era was a marvel, unseen before that freed gamers everywhere from the burdens of paying subs, flew the banner of F2P and B2P. This icon of Freedom while having been flown back as far as 2005 with GW1, it was in the wake of the F2P of DDO in 2009, that allowed players the ability to take breaks and return to games, with no strings attached, which skyrocketed into becoming a trend. Which was great, it led to the dawn of the returning player.
Not only that, it also allowed players who otherwise would never be able to afford to really fund their hobby to be able to invest as little or as much as they wanted, and still enjoy the same game.
Then the epic creation, of the Cosmetic Rewards as opposed to selling power, brought to use by various games, but mainly accredited to GW2, in 2012. This bringing in a new dawn of cash shop, one that does not sell power, but fashion allowing all the players to be on the same power level.
Like anything.. after a war and the dust has settled.. there were those that cling to the ash of the past and lament on their losses.. and those that look to the bright future beaming with new possibilities.
Many of us will be look to the bright future.
Pantheon: Rise of the Fallen !!!!!
The payment model really isn't the problem here even if the pay2win thing some games have going is bad.
What really is the problem is the gameplay. Modern MMOs are a lot easier and the group dynamics doesn't work very well anymore since the game is made so every class is as good for the main gameplay: sologrinding quests.
And it was not to solorun easy quests people played MMORPGs for years and years, you and your friends worked together defeating hard challenges, that is what made the genre popular in the beginning. And WAR is blameless there, it is Wows fault.
What WAR messed up is that it more or less screwed over the RvR with it's battlegrounds (or whatever they called them, I been trying to forget them for a long time) that were fun short term but not long term. It was a terrible step from DaoC. While Wow started that as well WAR actually influenced later games a lot.
My point is that the few MMOs they still make needs to improve their gameplay, they can have any blooody payment model they want but if the game isn't fun people will at best play for a couple of weeks and then quit.
Wa min God! Se æx on min heafod is!
I'm under the table right now, been here all day, told the wife if anyone is looking for me, I went south about three days ago.
Those days and those mechanics are better left dead, without a sub model developers are allowed to focus on making fun content, content with story and lore, content that free stands or is part of a larger picture, but above all, it is enjoyable content, it does not take 3 hours just to prep to go into that content.
The move to build a game that allows players to play the game with other players on their own terms is a great game.
Maybe some people complain that they go though content too fast, or that there is not enough of it, but forced grouping, or interdependent class is not going to change that. Needing to take 5 min in a full group to kill a mob that gives you 1/millionth of the exp you need level does not suddenly make content fun.
The day of games like EQ, are better of dust in this war, games that reward working together without forcing players to group up are the future.
But in those games, those that group will do so because they want to, not because some stupid game mechanic forces them to.
Aloha Mr Hand !