diesbudt
Diamond Member
- Jun 1, 2012
- 3,393
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People farm gear because they have crap gear and the good stuff is so rare, not because it's fun to farm gear. You upgrade by getting better gear.
Instead, if they made it so you upgraded based on time played (which is basically what paragon levelling is), people would farm XP.
People farm gear because they can, not because there's something inherently fun about farming for drops.
This also solves your proposal of farming "better" stuff and not the "best" stuff. You can't go from plvl 50 to plvl 100 in one shot, you have to progress slowly through all the intermediate stuff. There's no AH for XP, although people do pay for power levelling.
In order to not completely kill itemization, they could have the random affix be something interesting, like the puzzle ring, or the litany rings. Maybe there's something that could give a character a passive from another class or something.
Did I say farming gear is fun? No. It is REWARDING. Psychologically the brain center for rewards lights up when you see that shiny new piece that happens to be better and makes your character stronger. Thus making you want to do it again, so you can get that feeling again.
This is what is called a "hook" in a video game. The carrot on the stick. The carrot to keep someone playing as long as possible. So yes, gear being hard to get and random is VASTLY important to these types of games. Otherwise once you hit max level, or see the story. Who cares?
Also just farming Xp for "better gear" isn't enough. That reward is too minor. It isn't enough to keep a hook, and also shows too long of a time vs reward. Winning the lottery (aka finding an amazing piece after 25 hours of killing things) is a much stronger reward feeling in the brain, and sends the chemicals of Dopamine to make one feel "happier" and thus wanting to play more to re-achieve this feeling. And the "lottery" has the illusion of a possible higher reward to effort ratio than just farming XP for better gear.
Games that are considered RPG has replay value though gear as a "hook". To keep one playing beyond just the story. It has been proven in the past on games it has a stronger psychological impact than AA or farming some currency for something that will automatically happen after X effort. Removing said hook, would make the game less rewarding and thus people would stop playing.
And the word "fun" can be used as there are plenty of people who enjoy and have fun at challenges. (FYI that is all a game is, is doing something harder than it is as a challenge to oneself):
Perfect example golf. What is the goal? Put a ball in a hole. So easy. However, let us make it harder and challenging so we can enjoy such a task. Let us use a stick with a head at the end to hit it with (club). Let us also set a "restriction" of how many hits on average it takes to get said ball into the hole (Par). next let us set traps and boundaries to make it more challenging and difficult to up the difficulty factor which increases reward and fun (sand, water, out of bounds).
That is what a game is. This is also why D3 still holds a decent population even though the "older generation" who is blinded by nostgalia (a legit psychological factor in games from ye old past) and swears D2 is better, when in reality D2 and D3 are much more similar. Or why people say X game from 5-10 years ago (Input any older game here) was better. (You know how often Grandparents love to talk about the "good ole times" and the "I walked 15 miles uphill both ways. . .") It is the same thing. Yet compared today to 1940. Do you see all the advances, easiness and options to enjoy ourselves now than back then? Yet Grandparents still swear the 1940s-1950s were the "best decade" so on so forth.
One of the most successful things in Wow MoP was the challenge modes in dungeons. (At first very hard) and the reward was average at best. But it was the challenge of doing it that people enjoyed and have fun and why they kept doing it.
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