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	<title>Comments on: MMORPGs Are Too Easy</title>
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	<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/</link>
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		<title>By: Doogles</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-25782</link>
		<dc:creator>Doogles</dc:creator>
		<pubDate>Mon, 18 Feb 2008 05:06:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-25782</guid>
		<description>potshot hit the nail on the head with the last sentence. The single biggest failure in MMORPGs today is the #1 reward is gained from time invested instead of skill, ability, risk or daring. There are losers, yes losers, who have invested well over 10,000 hours on Everquest to build their level 80 2000aa characters. Kill mob_a, kill mob_a, kill mob_a x 1,000,0000 is how they got there. It&#039;s basically a skinner box, &quot;what is the point?&quot; is all I keep thinking.</description>
		<content:encoded><![CDATA[<p>potshot hit the nail on the head with the last sentence. The single biggest failure in MMORPGs today is the #1 reward is gained from time invested instead of skill, ability, risk or daring. There are losers, yes losers, who have invested well over 10,000 hours on Everquest to build their level 80 2000aa characters. Kill mob_a, kill mob_a, kill mob_a x 1,000,0000 is how they got there. It&#8217;s basically a skinner box, &#8220;what is the point?&#8221; is all I keep thinking.</p>
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		<title>By: MMOGEase at MMOG Nation</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-22581</link>
		<dc:creator>MMOGEase at MMOG Nation</dc:creator>
		<pubDate>Sun, 10 Jun 2007 07:07:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-22581</guid>
		<description>[...] been hanging on to a link over at Kill Ten Rats since the month started. Entitled simply, MMORPGs Are Too Easy, Ethic touches on the ease of playing a Massive game after a complainy post in their forums. Says [...]</description>
		<content:encoded><![CDATA[<p>[...] been hanging on to a link over at Kill Ten Rats since the month started. Entitled simply, MMORPGs Are Too Easy, Ethic touches on the ease of playing a Massive game after a complainy post in their forums. Says [...]</p>
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		<title>By: Some linkage &#171; Voyages in Eternity</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-22529</link>
		<dc:creator>Some linkage &#171; Voyages in Eternity</dc:creator>
		<pubDate>Tue, 05 Jun 2007 01:28:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-22529</guid>
		<description>[...] activity to be a bit more engaging.  It ties back into some of the subthemes of this Kill Ten Rats post as [...]</description>
		<content:encoded><![CDATA[<p>[...] activity to be a bit more engaging.  It ties back into some of the subthemes of this Kill Ten Rats post as [...]</p>
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		<title>By: potshot</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-22526</link>
		<dc:creator>potshot</dc:creator>
		<pubDate>Sun, 03 Jun 2007 18:01:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-22526</guid>
		<description>Johnnyxel&#039;s got it right.  You get what you pay for in MMOs.  If the smackdown wasn&#039;t worth it on some level, then the teeming masses will just go grind &quot;safe&quot; mobs for not-so-much-fun but profit.  If there is some element of advancement in &quot;defeat&quot;, peeps will take up the challenge.

LotRO has a very quest heavy focus and guess what? People quest more and grind less.  LotRO also has some currently pretty harsh death penalties in the form of repair costs, so guess what?  Peeps get risk averse really quickly.

Consequences for foolhardiness, yes.  Challenge tax, no.

I would glady exchange any of the mind numbing reputation grinds in WoW for one or a series of challenges that, if completed, would yield the faction reward.  Make it hard, but make it worthwhile so I feel like I&#039;ve accomplished more than simply staying in the saddle the longest.</description>
		<content:encoded><![CDATA[<p>Johnnyxel&#8217;s got it right.  You get what you pay for in MMOs.  If the smackdown wasn&#8217;t worth it on some level, then the teeming masses will just go grind &#8220;safe&#8221; mobs for not-so-much-fun but profit.  If there is some element of advancement in &#8220;defeat&#8221;, peeps will take up the challenge.</p>
<p>LotRO has a very quest heavy focus and guess what? People quest more and grind less.  LotRO also has some currently pretty harsh death penalties in the form of repair costs, so guess what?  Peeps get risk averse really quickly.</p>
<p>Consequences for foolhardiness, yes.  Challenge tax, no.</p>
<p>I would glady exchange any of the mind numbing reputation grinds in WoW for one or a series of challenges that, if completed, would yield the faction reward.  Make it hard, but make it worthwhile so I feel like I&#8217;ve accomplished more than simply staying in the saddle the longest.</p>
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		<title>By: MMOROG</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-22521</link>
		<dc:creator>MMOROG</dc:creator>
		<pubDate>Sat, 02 Jun 2007 14:53:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-22521</guid>
		<description>&lt;strong&gt;Easy? Yes. Too easy? No such thing....&lt;/strong&gt;

&quot;MMORPGs Are Too Easy?&quot; That&#039;s the debate travelling the blogosphere today. 
No.
Okay simple answer done, I agree with Ethic @ Kill Ten Rats when he quotes the &quot;easy to learn, difficult to master&quot; cliché. It&#039;s true.
The v...</description>
		<content:encoded><![CDATA[<p><strong>Easy? Yes. Too easy? No such thing&#8230;.</strong></p>
<p>&#34;MMORPGs Are Too Easy?&#34; That&#39;s the debate travelling the blogosphere today.<br />
No.<br />
Okay simple answer done, I agree with Ethic @ Kill Ten Rats when he quotes the &#34;easy to learn, difficult to master&#34; cliché. It&#39;s true.<br />
The v&#8230;</p>
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		<title>By: johnnyxel</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-22520</link>
		<dc:creator>johnnyxel</dc:creator>
		<pubDate>Sat, 02 Jun 2007 00:43:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-22520</guid>
		<description>etomai--

The way to convince people that fewer hours of high-risk interesting play are better than countless hours of numbing grind:

Reward failure with skill-ups and successes with profit.</description>
		<content:encoded><![CDATA[<p>etomai&#8211;</p>
<p>The way to convince people that fewer hours of high-risk interesting play are better than countless hours of numbing grind:</p>
<p>Reward failure with skill-ups and successes with profit.</p>
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		<title>By: etomai</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-22519</link>
		<dc:creator>etomai</dc:creator>
		<pubDate>Fri, 01 Jun 2007 17:33:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-22519</guid>
		<description>That&#039;s an interesting point Bob, because MMOs encourage players to shun risk.  The best way to level is to grind easy mobs.  The best way to get gear is to run the same things over and over until you have them on farm status.  Failure is to be avoided rather than challenged, because efficiency matters with all the time sinks.  As is often commented, you want a challenging run the first time, maybe the second, but not the twenty-third.

WoW was my first MMO, so I was really surprised to see everyone generally agree that minimizing risk is the best strategy.  It&#039;s like people who only want to play against people they know they can beat - is it even a game anymore at that point?

I&#039;m curious about how the new generation of &quot;higher skill combat&quot; games will do.  If you leave in grinding but just make it harder, you might just piss people off.  Can a game convince people that fewer hours of high-risk, interesting play are better than countless hours of numbing grind?</description>
		<content:encoded><![CDATA[<p>That&#8217;s an interesting point Bob, because MMOs encourage players to shun risk.  The best way to level is to grind easy mobs.  The best way to get gear is to run the same things over and over until you have them on farm status.  Failure is to be avoided rather than challenged, because efficiency matters with all the time sinks.  As is often commented, you want a challenging run the first time, maybe the second, but not the twenty-third.</p>
<p>WoW was my first MMO, so I was really surprised to see everyone generally agree that minimizing risk is the best strategy.  It&#8217;s like people who only want to play against people they know they can beat &#8211; is it even a game anymore at that point?</p>
<p>I&#8217;m curious about how the new generation of &#8220;higher skill combat&#8221; games will do.  If you leave in grinding but just make it harder, you might just piss people off.  Can a game convince people that fewer hours of high-risk, interesting play are better than countless hours of numbing grind?</p>
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		<title>By: Changling bob</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-22518</link>
		<dc:creator>Changling bob</dc:creator>
		<pubDate>Fri, 01 Jun 2007 10:15:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-22518</guid>
		<description>You know that one time, when you acidentally agro&#039;d all those mobs, and blew all your cooldowns and potted and managed to beat them all?

Well, you generally only fight them one at a time, when they aren&#039;t a challenge. Thats why MMOs are too easy.

I play a mage in WoW, and the more exciting fights recently have been against L70 elites that aren&#039;t chillable. And the most recent one of those I accidentally pulled another L70 or L71 mob. Then agro&#039;d another two in the same range before drinking and eating. In that fight I used every cooldown I had, bandaged, potted, everything.

If regular fights at the level cap actually had an interesting amount of risk in them, even if only in a couple of zones, I think there&#039;d be less complaining about lack of skill</description>
		<content:encoded><![CDATA[<p>You know that one time, when you acidentally agro&#8217;d all those mobs, and blew all your cooldowns and potted and managed to beat them all?</p>
<p>Well, you generally only fight them one at a time, when they aren&#8217;t a challenge. Thats why MMOs are too easy.</p>
<p>I play a mage in WoW, and the more exciting fights recently have been against L70 elites that aren&#8217;t chillable. And the most recent one of those I accidentally pulled another L70 or L71 mob. Then agro&#8217;d another two in the same range before drinking and eating. In that fight I used every cooldown I had, bandaged, potted, everything.</p>
<p>If regular fights at the level cap actually had an interesting amount of risk in them, even if only in a couple of zones, I think there&#8217;d be less complaining about lack of skill</p>
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		<title>By: mike</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-22517</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Fri, 01 Jun 2007 03:30:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-22517</guid>
		<description>It would be nice, wouldn&#039;t it?

Things that would help: making it so each character can do one (and only one) of several things at any given time.  A lot of times, there&#039;s really only one appropriate thing.  There can be interesting choices at the tactical level--slow nuke or fast nuke?  big heal or little heal?--but it rarely bubbles up to the strategic level.  Which isn&#039;t bad in itself.  As Jezebeau points out, if you increase this tactical complexity enough, it can make for satisfying gameplay all on its own.  (also that there are existing games which let characters take on different roles.)

The timing problem is really the timing of information.  The broad overview of each fight--the number of enemies and the capabilities of each--is completely known ahead of time.  The things that change during the fight--big hits on the tank, random spawns and resistance changes--need to be reacted to in a matter of seconds, and so the richness of the response is necessarily limited.  There&#039;s no intermediate timeframe which would call for on-the-spot strategic thinking.

There&#039;s also the problem that in large groups strategy tends to fall on a small number of people and the bulk of the group just follows orders.  Making the game into an RTS with unreliable pieces for one guy while everyone else just plays the same old game might or might not be an improvement.</description>
		<content:encoded><![CDATA[<p>It would be nice, wouldn&#8217;t it?</p>
<p>Things that would help: making it so each character can do one (and only one) of several things at any given time.  A lot of times, there&#8217;s really only one appropriate thing.  There can be interesting choices at the tactical level&#8211;slow nuke or fast nuke?  big heal or little heal?&#8211;but it rarely bubbles up to the strategic level.  Which isn&#8217;t bad in itself.  As Jezebeau points out, if you increase this tactical complexity enough, it can make for satisfying gameplay all on its own.  (also that there are existing games which let characters take on different roles.)</p>
<p>The timing problem is really the timing of information.  The broad overview of each fight&#8211;the number of enemies and the capabilities of each&#8211;is completely known ahead of time.  The things that change during the fight&#8211;big hits on the tank, random spawns and resistance changes&#8211;need to be reacted to in a matter of seconds, and so the richness of the response is necessarily limited.  There&#8217;s no intermediate timeframe which would call for on-the-spot strategic thinking.</p>
<p>There&#8217;s also the problem that in large groups strategy tends to fall on a small number of people and the bulk of the group just follows orders.  Making the game into an RTS with unreliable pieces for one guy while everyone else just plays the same old game might or might not be an improvement.</p>
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		<title>By: Hexedian</title>
		<link>http://www.killtenrats.com/2007/05/31/mmorpgs-are-too-easy/comment-page-1/#comment-22514</link>
		<dc:creator>Hexedian</dc:creator>
		<pubDate>Fri, 01 Jun 2007 01:00:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1066#comment-22514</guid>
		<description>You got it right on, Mike. What I want, essentially, is for MMORPGs to grow with some of us, and take their focus away from reflexes and instead use reasoning more often.</description>
		<content:encoded><![CDATA[<p>You got it right on, Mike. What I want, essentially, is for MMORPGs to grow with some of us, and take their focus away from reflexes and instead use reasoning more often.</p>
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