|
|
|
|
|
by louissan
1487 days ago
|
|
it all depends ... once upon a time, WoW was a bit like that. XRoads wild PVP, free-for-all ambushes in the wilderness, a reasonably sized world (not too big but not too small). Back in 2004 it did convey a sense of relative immensity. Which was part of the magic imho.
Every subsequent iteration ("evolution") felt like its main goal was to minimise the "downtime" between the farming/"phat loot" sequences (raids, instances, etc). At the time, you could get a demo run a stone so at least some of the party could join quickly. But that took human interaction, some synchronisation ... it was nice and involved. Disclaimer: I havent touched WoW in more than 10 years, but from what I know of it today -- it's teleport all the way, straight into the instance, with pre-made aor automatically composed groups. You pop in, you loot, you get out. Rinse and repeat. Some people will enjoy the "instant gratification" part of this. I'm probably amongst those who did not, who don't and who probably never will. It is my opinion (widely shared? no idea) that immersion has been killed by all those "QoL" improvements. My 2p. |
|
I don't buy that modern players don't have time either. WoW was only seen as an addictive timesink by the contemporary media but if they looked at the average hour counts of most modern multiplayer games, it would surprise many. Most modern service games demand fairly eye-popping time dedication to the casual observer.