I know that, from a business and profit standpoint, creating games that allow the most people through the gates makes sense, it is a shame that so much is lost when that occurs.
I am a very devoted gamer, though very bad in terms of skills and the ability to be a great gamer. For example I didn't raid in WoW until Wrath 3.3 came out and the ICC nerfs and Epics were easy to farm.
I will continue with the WoW examples simply because I spent so much time through it's evolution from Vanilla into early Cataclysm, so please bear with me even if you hate WoW.
I remember playing back when I never dreamed of maxing a character to 60/70. I remember the sense of awe seeing someone decked out in full raid gear. hearing that a guild had downed Gruul, Lady Vash or Kael'thas. Seeing the world first Nihilum kill of Illidan and SK's Sunwell was just epic, even though I knew there was no way I would experience it until the next lvl cap raised.
Of course when Wrath came out and I could finally (as a less than stellar player) raid, I had lots of fun. The problem is that once it became obtainable, more of out increased ease and accessibility rather than me just being allowed to grow with time and skill, the rewards felt less satisfying in retrospect.
I know why the shift has happened, and we all know there are a billion+ threads like this. I just wanted to frame it in a way that showed that I am a casually skilled player who wishes the games like mmo's and arpg's had those truly monumental goals. It makes the games feel much larger than if I can steamroll everything in a few weeks.
*** I'm sure there are folks who think WoW was never hard. Fair enough, for the sake of the conversation try and see the progression the game made from a few dedicated guilds working weeks on content to the game having raid pugs and dungeon finder raids. A huge shift. ***
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I am a very devoted gamer, though very bad in terms of skills and the ability to be a great gamer. For example I didn't raid in WoW until Wrath 3.3 came out and the ICC nerfs and Epics were easy to farm.
I will continue with the WoW examples simply because I spent so much time through it's evolution from Vanilla into early Cataclysm, so please bear with me even if you hate WoW.
I remember playing back when I never dreamed of maxing a character to 60/70. I remember the sense of awe seeing someone decked out in full raid gear. hearing that a guild had downed Gruul, Lady Vash or Kael'thas. Seeing the world first Nihilum kill of Illidan and SK's Sunwell was just epic, even though I knew there was no way I would experience it until the next lvl cap raised.
Of course when Wrath came out and I could finally (as a less than stellar player) raid, I had lots of fun. The problem is that once it became obtainable, more of out increased ease and accessibility rather than me just being allowed to grow with time and skill, the rewards felt less satisfying in retrospect.
I know why the shift has happened, and we all know there are a billion+ threads like this. I just wanted to frame it in a way that showed that I am a casually skilled player who wishes the games like mmo's and arpg's had those truly monumental goals. It makes the games feel much larger than if I can steamroll everything in a few weeks.
*** I'm sure there are folks who think WoW was never hard. Fair enough, for the sake of the conversation try and see the progression the game made from a few dedicated guilds working weeks on content to the game having raid pugs and dungeon finder raids. A huge shift. ***