Basically Cryptic revamped an old raid - for the worse, might i add... (could be a different topic on why all dev teams feel almost mandatory to water down and streamline their games) and as a lead-in event, they will insert the 5 boss fights into the Alert system for everyone.
It's new for Cryptic, and I don't remember seeing a similar design in other games either (tiered raids are different) so it made me thinking... maybe it could be a decent solution for the raiding dilemma?
What I mean is, raiding (especially hardcore raiding) is a tiny minority in most games. Most players never touch endgame raids, or just dip the toes in to check around, and leave shortly afterwards.
A similar move has a handful of advantages:
- players have more variance to play with daily (Alerts is like dungeon queue, or instances of other games)
- same from the dev's side, the already existing content reaches more players, which is always a good thing
- as the article mentions too, players can practice the bosses and mechanics, with lowered difficulty
- when reaching the endgame, there's a chance a few of them will try themselves in the actual raids
- and with it the raiding community can get some new blood, with some experiences right from the start.
I don't know why nobody tried it before, besides the elitist approach of one has to "earn" the right to enter a raid, and raids are "the" endgame...
It helps that CO's Alert system is good with single boss encounters, most games aren't designed that way.
Anyway, I just thought it could be good enough for a discussion. Is it a good idea for other games too? Could it work, offering the end-raid bosses in the form of low-level dungeons for practice?
Only time will tell how many players queue up for these Alerts, I know I'll give a spin to it the weekend...