Do we really need to rehash the whole conversation about you looking at the game through the hardcore lens? Because there's a good chance your perception of standard is going to wildly differ from those who at least mentioned midcore content.
What I was more abjectly ribbing at was what Filth said:
Quote:
Besides, from everything I've heard a 'midcore' player simply wants alternative content that's easier and more accessible than hardcore raiding but they wanna keep the hardcore rewards. That wouldn't work well.
The bolded to be met with a simple question of, "Why wouldn't it?"
Okay, let's dance again.
- People who don't like raiding, but want the loot are no longer forced into it.
- Those who do like raiding lose bodies, potentially making it harder to field the content they do enjoy. Yet this has the effect of truly determining who actually likes the system as is.
- I would argue that turning a game into an obligation with the whole scheduling and politics that follows is both not for everyone and implicitly unhealthy for the community at large. A bunch of little cliques, what MMOs tend to be within the games themselves, does not a true community make.
- We can mention minority completion rates of the hardest content, introducing the question of why it's a focal point of development, and a costly one at that. Too late there, I suppose.
- We then deflect to mini-game shenanigans, when they're not really the root of what MMOs are: Combat systems and generally unrelated to the midcore of intelligent casual's desires. Being artistically minded, I'm not going to call people who like vanity content or things like housing dumb, either. I just acknowledge they're not directly tied to combat.
- More on rewards, however, people wind up being labeled undeserving, lazy, underskilled, lowest common denominator, entitled whiners, or whatever if alternatives came to be. Ergo, casuals ruining everything because how DARE they get stuff doing what they like even if what they like doesn't match some nebulous standard of worth that should ideally require 20+ people minimum who meet a few nights a week for a number of hours. At the very least, we're attempting to link combat to combat-related rewards.
Whatever standard you believe in at the moment, however, the current MMO scene of 2016 is crap. What we have are a bunch of games out there where roughly 10% of their given populations like to lord their so-called skill and knowledge over the remaining 90%, both to influence their behavior (read a guide, watch a vid, follow instructions, don't deviate or else you're noob) and that of the devs (we don't need X because we're the more "important" demographic). This comes at the cost of accessibility, imagination, and bluntly, good will. MMOs shouldn't be caste systems, but that's pretty much been the "standard" for over a decade now. Some try to dress it up, but when you peel away the layers, the ugliness is still there. Why? Well, I guess we've convinced ourselves bad things would happen if we strayed.
Maybe it's Stockholm syndrome. Maybe we've all got a bit of ********* in us. I dunno. Me calling out the MMO scene isn't to implicitly knock on anyone who does like a given game. I'd just hope they stop to think, "Could this be better?" and if they answer yes to that question, would the how be rooted in selfish whim or for the overall benefit of their peers? A little greed isn't bad, mind, but we really need to stop trying to keep players from things solely to elevate the worth of said things. MMOs simply aren't a proverbial Round Table in their current iterations.