Fun-style. guy and Challenge-style. guy |wow gold
Observations
My first hint that the player base was changing was hearing "lol, ‘x’ is serious bizness, amirite" both on the forums and in game. Along with this came self-described casuals petitioning that they have access to all content. Their core argument is that they are paying to play a game, and should not have to work to see content they paid for. As WoW had expanded the player base, a lot of its new players came from single player RPG where it was expected a player would see all the content. In contrast, someone who had started Massives with EverQuest joined WoW with the expectation that only some people would see end-game content. Casuals. Casuals do their crossword puzzles in pencil. They treat the game, well casually. They don’t really mind wipes, but will give up on content after a few of them. They don’t optimize their item enhancements, or their consumables. Optimization would take time away from playing and force them to grind for in-game cash. They don’t spend a lot of time learning their class, or optimizing their talents. Casuals want to see forward progress on their progression through the game, but accept a slow pace. On the difficulty chart above, they will modify player difficulty by being over-geared and/or a higher-level character than anticipated by the designer. Additionally they may bring in a "ringer" a high-level, highly-geared player to "carry" them through the encounter. One of the keys to understanding casuals is: they could make their encounters even easier by the proper use of item enhancements and/or consumables, but they don’t care. To casuals, grinding for gold is not part of what they consider the game, and will only do it rarely and for a specific item. To them grinding is similar to running out of bullets in a first-person-shooter and having to play Tetris to reload a weapon.
Casuals have a relaxed attitude towards other players. While they certainly can and do raid, getting a casual raid together is very similar to herding kittens. They do not worry about their reputation as a player. In their minds there is always another pick-up-group or guild, so why sweat it.
In short, casuals play to have fun. They are leaning back in their chairs, with perhaps a beer and pretzels nearby, and their favorite music on high. They may accept that a new game encounter may have a bit of a learning curve, but once they learn the encounter, and perhaps advance their character a bit, they want to repeat the encounter without any difficulty. They want their Player Difficulty to be low. They want to play the game. They want to have fun. They want to be entertained.
A MOUNTAIN was once greatly agitated. Loud groans cheap wow gold and myyqqm1110 noises were heard, and crowds aion gold of people came from all parts to see what was the matter. While they were assembled aion gold in anxious expectation of some terrible calamity, out came a Mouse. THE ASS and the Fox, having entered aion power leveling into partnership together for their mutual protection, went out into the forest aion power leveling to hunt. They had not proceeded far when they met a Lion. The Fox, seeing imminent danger, approached wow gold the Lion and promised to contrive for him the capture of the Ass if the Lion would pledge his word cheap aion gold not to harm the Fox. Then, upon assuring the Ass that he would not be injured, the Fox led him to a deep pit and cheap aion gold arranged that he should fall into it. The Lion, seeing that the Ass was secured, immediately clutched the Fox, and attacked the Ass at his leisure.
Hardcore. The website ElitistJerks basically defines hardcore. Forum conversations parse which spells to use down to the second. Hardcore players optimize every aspect of their character. Hardcores expect to wipe multiple times learning new content.
Hardcores test themselves against Designer Difficulty of encounters. On the difficulty chart above, they want to get to the greatest Designer Difficulty encounter as fast as possible. They will attempt to mitigate designer difficulty through preparation and skill, as far as that is consistent with getting to the content quickly. They will attempt instances before they are properly geared for them, making their Player Difficulty high. They define content in how far they have progressed in it.
This requires that a player get into a hardcore guild. In order to get accepted into a hardcore guild a player must have a good reputation. Not necessarily a social reputation, but being on time, with the proper consumables, studying the instance or encounter beforehand, having an optimized character, etc. Hardcores often refer to the game as "work", and refer to casuals as "lazy". A hardcore will say that casuals don’t deserve to experience end-game content because they have not earned it. A hardcore player does his crossword puzzle in ink. He leans forward in his chair, headset on, tunnel-focused on the game. He wants to do better this session than he did last session, however he defines that. While casual players mitigate game difficulty as much as possible, hardcore players embrace it. Hardcore players want to be challenged.
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Fun-style. guy and Challenge-style. guy are not unique Player Types. To know where a player is on an Entertainment – Challenge axis helps define a unique Player Type. Saying a player logs in for entertainment or challenge is universally true so not very helpful to us. What it is useful for is to help define and quantify unique Player Types. For example Fun-Explorer guy may spend hours poking around a zone, poking his head into every cave and building, interacting with every non-player character, etc. A Challenge-Explorer guy may spend the same hours just trying to get up one hill. Now we have something we can quantify, and then use in design decisions. A Fun-Raid guy likes to raid as much as Challenge-Raid guy. Fun-Raid guy doesn’t care about how quickly he gets through content as long as he is progressing forward. We like Fun-Raid guy as designers because he goes though content much slower than Challenge-Raid guy. As this article is already too long, I’ll get into this more when I write about Raid-guy. For now consider that Challenge-Raid guy is needed to defeat and teach raids so Fun-Raid guys can enjoy raids in their own style.
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Fun-Style. Guy to Challenge-Style. Guy I think I am seeing that some fun-style. guys are moving up the scale to become more challenge-style. guys the longer they are at end-game content. This is really hard to determine, and I would appreciate any input. For example, say WoW players are mostly 1 on the Entertainment – Challenge axis, but after playing end-game content they are 2 on the scale. Knowing this we may want to design a new game to start with a 2 on the scale to attract these players.
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Entertainment or Challenge defines how players look at Massives and in fact other areas of recreational activities. My mother looks at her quilt group in the same terms. There are the quilters who make quilts from store-bought patterns (Entertainment) and those who design quilts from scratch (Challenge).
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