Read part 1 here
Yesterday post and the discussion that followed in the comments made me realize that there’s more to this topic than just “is this good for Wildstar or no”. Gunboat in particular was making a lot of the same arguments that were floating around in 2005-2006 surrounding WoW raiding, namely that hard doesn’t equate with good or engaging content, that it leaves out a large number of players and that players/guild that won’t succeed in this environment will get frustrated and leave.
He’s pretty much right with all his points and the fact that WoW softened its raiding endgame and that there was a lot of talks about these very issues back then does indicate that players were getting frustrated. We’re getting here into interesting topics here namely quality of life improvements, player frustration and player retention.
But for me the real core topic behind all of these is: Is it okay to let players and guilds fail, be frustrated and even leave?
Think about it for a moment, think about other games that you liked in the past and try to remember how failure was presented and its consequences. The answer to this question is not that simple.
Myself I have changed my stance since 2005 when I was reading and shouting the case for casual players who had lives and needed to be included and lots of other things. Now I think back on that time and I realize that despite the moaning this was probably when I was the most motivated and engaged by an MMO. So let’s dig into this juicy topic today.
Quality of life and casual content
I want to get the Quality of life and casual content arguments out of the way first. 40 man raiding and a more difficult raid set-up does not mean that a game should not have quality of life improvements and content for casuals. Quite the opposite in fact, it should have as much casual content as it can shove in there besides raiding. In the case of Wildstar, I truly believe they have hit a goldmine with player housing and that many people might stick to the game only for that.
Same goes for dungeon finder, flight paths, better laid out questing, multi-spec , resources marked on the map and tons of other improvements WoW made to its game need to be included and improved upon. Lack of these features does not make a game better or bring people together, they are just frustrations.
But what about casual raids? 10 mans and the like? Having multiple raid difficulty doesn’t prevent the hardcore crowd from raiding and everyone is happy right?
I think that’s the reasoning Blizzard had with Wotlk and at first glance I would agree that casual raids and hardcore raids should be able to co-exist… but the reality is that once you go that road, the majority of players will choose the path of less resistance which is the smaller, casual raids. Smaller raids equal smaller guilds, which weakens the community and then you solved nothing.
If we’re being smart, we can look at WoW raid set-ups from Wotlk to Pandaria and how it affected the player community. It did not get better, only progressively worst to the point now that very few solid guilds exists and a good number of players just go solo, do LFR for a while and unsub.
To summarize, quality of life: yes! , casual content: absolutely as long as it is not smaller raids. Now that these two are out of the way, let’s get to the main event.
Is it okay to fail?
There’s a saying somewhere that goes along the lines of: adversity unites communities. Real-world disasters have often, but not always, brought people together. If you have raids that are harder and require more players it would stand to reason that this will bring more players together and for longer amount of time.
The downside of course is that not everyone can and will succeed in that kind of set-up. Prolonged failure builds frustration and inevitably, it will cause people to quit the game. You can’t have hard content without generating some frustration. Alternate activities like player housing, pvp or other kinds of content can help alleviate the frustration but in the end, you’re bound to lose players.
On the other end, very easy and casual content won’t retain players either. I know of many players who quit after completing a few raids in LFR figuring that they had seen what the game had to offer. With no guilds, communities or common goals to pursue in game they stopped playing quickly.
So here’s an interesting question that I wish I had the answer to. If we go by numbers alone, does harder, longer lasting content keep players in the game longer than easy content that you can complete all by yourself?
I believe the answer is the former because that type of content creates bond between players that last beyond the game itself. I have met friends thanks to raiding that I still keep in contact with regularly. I even followed some of them in Wildstar! So just by the virtue of their presence, a good group of friends can get someone playing a game and the best way of meeting these people is through guilds. What is the strongest common activity that a guild can set itself? Raiding of course and bigger raids means bigger guilds.
So to get back to the original answer, is it okay to let some players and guilds fail? I believe so. Yes it generates frustration but I think that is offset by the stronger communities ties it create and that will mitigate frustration. The opposite, make everything casual and accessible, just means that people will quit once they complete content because they won’t have incentive to remain in game.
Well, this has dragged on long enough so on that note, I am curious to get your opinions on the matter.
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