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Originally posted by: PaleZer0
As far as this concept of building in addictivness goes, isn't that what all games do? I mean come on...trying to differentiate between fun and addictivness when no chemicals are involved is kind of silly.
Besides the fact that there ARE chemicals involved but they are produced inside your body in response to certain actions, MMOs aren't engineered for fun. If that was the case they wouldn't require hours of grinding between levels, they'd have more skill-based combat systems, all in all they'd have less grind and faster advancing. They WOULD bleed players like mad because it's too easy to see all the content and the average player isn't interested in PvP/Faction vs. Faction dynamics and stuff like that, they just want "phat loot" and max level. MMOs don't have more content than offline games, they just require hours of pointless levelling in between.
Also, Koster was VERY specific about that: They try to pace out rewards in such a fashion that it takes the longest possible time to attain them without the player ever feeling he cannot reach the next reward. This is a science all of its own. Sure, they don't try to remove the fun but they focus on addiction. This is also why WoW is the most popular MMO, it's actually FUN. Eq2, FFXI, etc are losing players to WoW like mad because of that. But WoW is also losing players, because they have reached the maximum level already and stop playing. So you can either have a fun game or a long-living game. Guess which one the suits prefer.
In your average SP Hack&Slay RPG you run into a dungeon, battle monsters for two hours max, beat the boss through strategy (as opposed to sheer numbers and high levels) and get the reward. Storylines are another thing: FFXI has one but the missions involved have level requirements too far apart. In Tales, for example, you'd be at the required level for the next dungeon when you finished the current one. Having to go up 10 levels before you can even attempt the next story mission is annoying. Another issue are stupid quests like "kill 50 goblins".
Skyfire: I use several reviews to learn what a game attempts to be and how well it succeeds. The most beautiful game with the best idea ever could be awfully boring because the level design sucks or something.