I think it was a Folding Ideas vid that I remember this from but its probably not a localized sentiment, but I recall hearing the decline of stuff like this as basically just being a result of the novelty of MMOs diminishing combined with the normalization of datamining, optimization spreadsheets and metagame content creators.
You can't really replicate the excitement and tension of uncertainty and risk and all that due to how well understood MMO design in general is now and how accessible game specific information can become, or if its not publicly accessible thats probably even worse cause someone will have that information and be able to fuck you up with it and you cant do shit about it. Even if you don't know anything, you can be certain that someone out there knows basically everything, and will use all of that information as an advantage against you, so self imposed ignorance is just making your experience worse.
Reminds me of hearing about those exploits on that infamous minecraft server where a team of dedicated griefers figured out a way to set up a grid of bot accounts that would detect lightning strikes, which only spawn within a certain distance of players, and then triangulate those lightning strikes to find hidden player bases to destroy. If you're just some guy you dont have the resources to do anything about that, and you probably dont have many resources to just war of attrition rebuild your shit, so your recourse is to suck it up or quit.
I think thats because those full pvp/loot MMOs are more fundamentally reliant on that old timey environment where you have no centralized information regarding the game itself along with optimized ways to play, alongside the form of the game itself being novel enough to make people want to play even if they are accomplishing little.
"Theme park" MMOs or whatever might have started in that environment but they could adapt to it even if it caused toxicity and friction in specific areas.
I think it was a Folding Ideas vid that I remember this from but its probably not a localized sentiment, but I recall hearing the decline of stuff like this as basically just being a result of the novelty of MMOs diminishing combined with the normalization of datamining, optimization spreadsheets and metagame content creators.
You can't really replicate the excitement and tension of uncertainty and risk and all that due to how well understood MMO design in general is now and how accessible game specific information can become, or if its not publicly accessible thats probably even worse cause someone will have that information and be able to fuck you up with it and you cant do shit about it. Even if you don't know anything, you can be certain that someone out there knows basically everything, and will use all of that information as an advantage against you, so self imposed ignorance is just making your experience worse.
Reminds me of hearing about those exploits on that infamous minecraft server where a team of dedicated griefers figured out a way to set up a grid of bot accounts that would detect lightning strikes, which only spawn within a certain distance of players, and then triangulate those lightning strikes to find hidden player bases to destroy. If you're just some guy you dont have the resources to do anything about that, and you probably dont have many resources to just war of attrition rebuild your shit, so your recourse is to suck it up or quit.
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I think thats because those full pvp/loot MMOs are more fundamentally reliant on that old timey environment where you have no centralized information regarding the game itself along with optimized ways to play, alongside the form of the game itself being novel enough to make people want to play even if they are accomplishing little.
"Theme park" MMOs or whatever might have started in that environment but they could adapt to it even if it caused toxicity and friction in specific areas.
deleted by creator