Inconvenience directly is linked to our perceived reward in psychology actually.
That’s why someone building a house in Minecraft and doing so in Survival mode feels more accomplished compared to someone doing the same in creative mode. Getting stone, crafting it into the fitting pieces, chopping wood and the likes are not difficult, they’re beyond easy. It just takes time and repetition, hence… tedium! Still, that tedium causes you to have invested effort, and that invested effort translates to our brain into rewards.
I’m not mistaking it, it’s just that so… soooo few people realize that yes… tedium has value actually… if done in the respective amount.
Oh, agreed! Tedium without function is just a negative.
But… making a second character is tedium with a function.
Having to dial into a specific choice is causing weight behind actions, hence it has a function.
If it would be functionless I would agree, if that amount of function warrants the amount of tedium though? That’s a difference for everybody, and in ARPGs there’s a reason why PoE 1 does so well, Torchlight does despite p2w elements and D3/D4 have always been a dumpsterfire when we take the price-tag of ‘AAA’ game development, content-pipeline and especially the focus on graphical aspects and modelling into consideration.
People always say ‘But D3 is such a massive success!’ and yes, after years it was, when the costs from development recuperated because it sucked up money into a massive negative early on.
What is a ‘satisfying challenge to overcome’ exactly then? Since you worry about the core experience… what exactly is that part which makes it worthwhile to repeat endlessly?
Look at which games are played ‘forever’, which is the mandatory aspect of a live-service game. Well… not entirely ‘forever’ but at least ‘regularly returning’ is. We got MMOs which do that, primarily FF14, then we got WoW, PoE 1 (2 is loosing slowly, but too for now), Lost Ark, Guild Wars 2, OSRS… everything else? Barely staying ‘ahead’. Everquest 2 struggles to stay online, Torchlight Infinite is close to the lower limit of a functional live-service, Last Epoch too. Even Black Desert Online lost a boatload of ‘lifeblood’ and is seriously struggling. The market is small for those types of games and you better guarantee that your game has staying power.
How to achieve that? By enforcing players to keep playing while you desperately hope that you can make provide enough variance to allow people to stay longer-term. Because if you look at the ones doing well they all have something in common: at least 200 hours of concurrent play-time with a single character as a mediocre player to get through all available content. Usually more.
Because:
The core experience doesn’t do much. Anything repetetive doesn’t, stuff gets boring. Unless there’s direct competition available (PvP) it becomes repetitive quickly, not many people stay with that. Hence why broadening the amount of content is mandatory actually. To date I don’t know any live-service game that actually has to sustain servers constantly + provide regular sizeable updates to stay even relevant to be successful without doing that. Many tried, all failed and are either gone or barely surviving nowadays.
Uberroth plainly spoken is a joke. Absolute nonsensical implementation in a game which lacks severe amounts of progression content overall to fill the time to reach him. Not to speak of balancing issues which are so severe that you can’t even kill him realistically with quite good skills on many builds.
I still count ‘Aberroth + unique content outside of Uberroth’ as ‘all content’ for now.
Yes, and that plays directly into what I said above. Variety, most games struggle with it since creating content is taking time. Warframe has circumvented it by forcing you to stay in a single map up to 1 hour for a single drop, those often being a 13,33% drop-rate only. Hence you need to re-do that 5+ times, + you got the 24 hour limit of FORMA which also is needed in dozens. All of that leading to long-term repeated logins and hence engagement.
I really prefer either a really drawn out core gameplay (FF 14, OSRS) or flooding players with different content (PoE 1) compared to that option. But… it’s an option.
Very few are actually. I don’t know all that many. If you lack AoE you gotta invest which comes at the cost of damage or defenses. Without AoE during Echos you’re rather screwed at times, so it’s mandatory. And solely a boss-build is non-feasable still… but getting closer gradually.
EHG will have to decide if they allow focusing builds into specific playstyles or keep up the ‘all or nothing’ builds they currently have.
Plainly spoken? I think with their current state and direction it’s kinda mandatory to allow specialized builds.