I agree. And I’m personally done with mmos, for the exact reason you mention as “Perpetual Tutorial”, Khan.
- It’s been 6 years (since the end of WoW : TBC actually) that I’m waiting for a mmo studio to stop thinking that the playerbase do have an IQ of 20.
- mmo communities are completely gear centric. Fight Club’s Tyler Durden manifesto should have added “You are not your mmo character gear”.
- 10+ big mmos later (incuding xpacs), I’m still waiting for one that will offer combat mechanics that are complex enough not be bored after 100 fights.
This last one is what really drives me away, though.
As a dev, I don’t understand how it’s not taken more into account, for a general gamedesign that is based around fights, and moreover thousands of fights.
As a gamer, I don’t understand what is so hard to realize for mmo devs how most gamers are playing videogames for 10 to 20 years (average age being 30). I don’t understand how they are still limiting combats to one or two rotations of the same 5-6 skills, and voilà. Especially in a genre that is supposed to keep us playing for hours, weeks, monthes, years. If we have been playing VG for such a long time (or even 5-10 years), then we know the basics. We know that we have to place debuffs on a target before ramping up direct damage. We know that we have to push that 2 min CD protection skill before a big attack. We know that we have to refresh our powerup every 30 seconds. We’ve been pushing those goddamn buttons for 10 fucking years, goddamn it. So why keep serving us the same mechanics model for ages ?
Archetypes : Sneaky rogue is sneaky backstabber, furious warrior is furious one-hit smasher, glittery caster is all glittering spells, …
Combat mechanics : Load self-protections, place weakeners on target, unload 2-3 damage/heal skills. Rinse. REPEAT.
Customizations : chose if you want to automatize the self-protection, the weakener or the damaging. Or to extend duration of each one. wow amazing gameplay evolution !
This is the biggest mistake all studios are making, imho. And this is why most new mmos do fail, I’m pretty sure. Lack of combat mechanics diversity.
MMOs are based around grinding, in the endgame, it’s inevitable (unless the studio can spit out new content every week). Constantly refreshed combat mechanics during a single fight, is what helps bearing any grind. You could have to grind the same pack of enemies for hours, if your fights are never the same, you wouldn’t notice you’re grinding. This pack would be just like a chess board, would be just an excuse for you to have fun with the metagame.
And as a matter of fact, most players are bored at endgame, after nearly one month. Aka when they start grinding …
It’s kind of hard to understand that for devs, because 90% of players feedback and direct interest is about gear and big critical numbers on their screen.
The latest Q&A with ArenaNet’s Design Director once again proved it. The hamster wheel. Grind gear to access to new gear grinding levels. Which is ironic … because this very Q&A was created to answer a huge complain about the introduction of said hamster wheel in GW2 … And yet people are still obsessive with gear in their questions to devs …
I don’t understand why mmo community is not realizing the importance of combat mechanics diversity in a mmo longevity … meh.
That’s exactly how you spelled it, Khan, it’s really like that : it’s like each mmo studio wants to target an audience who never played mmos, or even videogames at all. A perpetual tutorial.
You’re a newcomer ? Come on into our shiny new world full of glitter ! Take a sit and enjoy the auto-ride, refreshments available at the gate !
You’re a veteran ? What, you already know the ride ? You want a real thrill without security seatbelts ? Oh man, sorry, we don’t have anything for you, there were too many people scared by these attractions.
/rant
(I’m ranting because it’s been half a dozen new shiny mmos claiming they would renew the genre, full of promises and PR stunts, but they all stopped at 30%)
(well except ArenaNet, which stopped at 80%
)

D’oh 