machomuu
Stuck in Hot Girl Summer
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- Take a left, turn right at the next stop, bear lef
- Seen Jun 16, 2024
I've been playing a lot of FFXIV lately. Fun game, I'm enjoying it far more than I did during the month that I tried it a few years ago.
In this game, there's a long series of quests you can undergo to obtain a weapon called a Relic. Well, there are two of these, and it'll take several weeks and a lot of grinding to achieve. Potentially even months. Well, in regards to the second of these, Square decided to cut down on the requirements by quite a bit, causing outrage among those who'd been in the process of obtaining their relic and had already spent days or weeks going through tasks that were now made far less tedious.
The reason I bring this up is because it's an unfortunate scenario to me. The content in question is no doubt less than fun for the players involved, or at the very least it will garner an "ugh" just about every time. And this is to be expected, anti-fun mechanics are basically the cornerstone of MMOs. Oftentimes they use tedium as a segue to the fun- which makes a particular amount of sense in the case of subscription based MMOs where they need to keep the player playing to keep the player paying, it's how they stay up (albeit not always justly). But that a fanbase would scream in frustration because of all the time they wasted basically being reduced to nothing...it's an odd scenario. I'm exaggerating their reaction a bit, but what gets me is that the time was just that. Wasted. The journey wasn't all that interesting, it was the destination, and assuming they haven't even gotten there yet, well, the frustration then seems even more justified. The journey wasn't intended to be short, nor was it intended to be long. The sole motivation for it was the prize at the end. This, friends, is what we call anti-fun design.
So, what do you think about this? Do you think, even being a Subscription based MMO, such a long grind is justified? Or perhaps you have some Anti-fun design and mechanics in mind from other games? Tell us about them, it's always educational to see how designers go about these things.
In this game, there's a long series of quests you can undergo to obtain a weapon called a Relic. Well, there are two of these, and it'll take several weeks and a lot of grinding to achieve. Potentially even months. Well, in regards to the second of these, Square decided to cut down on the requirements by quite a bit, causing outrage among those who'd been in the process of obtaining their relic and had already spent days or weeks going through tasks that were now made far less tedious.
The reason I bring this up is because it's an unfortunate scenario to me. The content in question is no doubt less than fun for the players involved, or at the very least it will garner an "ugh" just about every time. And this is to be expected, anti-fun mechanics are basically the cornerstone of MMOs. Oftentimes they use tedium as a segue to the fun- which makes a particular amount of sense in the case of subscription based MMOs where they need to keep the player playing to keep the player paying, it's how they stay up (albeit not always justly). But that a fanbase would scream in frustration because of all the time they wasted basically being reduced to nothing...it's an odd scenario. I'm exaggerating their reaction a bit, but what gets me is that the time was just that. Wasted. The journey wasn't all that interesting, it was the destination, and assuming they haven't even gotten there yet, well, the frustration then seems even more justified. The journey wasn't intended to be short, nor was it intended to be long. The sole motivation for it was the prize at the end. This, friends, is what we call anti-fun design.
So, what do you think about this? Do you think, even being a Subscription based MMO, such a long grind is justified? Or perhaps you have some Anti-fun design and mechanics in mind from other games? Tell us about them, it's always educational to see how designers go about these things.