This could go in either section I feel on the forum. It's basically a WoW Dungeon running simulator. It looks pretty interesting for the price.
This could go in either section I feel on the forum. It's basically a WoW Dungeon running simulator. It looks pretty interesting for the price.
Yeah, gatekeeping in MMOs is a massive issue and it's only going to get worse as people get more entrenched in online social hierarchies. It's a social inevitability that bad systems only amplify.This piece of shit game is starting to get review bombed. Not because of tranny bullshit (Which maybe there are a couple) but because the game sucks with little to no content and people are already in there playing the elitist card, dropping groups because someone new is playing and doesn't have the experience yet, typical MMO type shit.
What doesPorkchop think of this game?
Looks mostly like a wow ripoff without the lore or content
Yeah, gatekeeping in MMOs is a massive issue and it's only going to get worse as people get more entrenched in online social hierarchies. It's a social inevitability that bad systems only amplify.
If developers want to cut it down, they need to massively reward inclusion instead of punishing inefficiency. Give veterans real, tangible incentives to group with new or undergeared players - unique cosmetics, exclusive currency, achievements that can only be earned through mentor/mentee runs, whatever. If you don't make inclusion profitable, people will always default to self-preservation.
The other big piece is encounter design. Most MMOs rely on constant DPS checks (both hard and soft), which just reinforce the "gear = competence" mindset. That's how you get kicked before you even zone in. More fights should reward coordination and execution over raw stats. Mechanics that let organized, attentive players outperform those with better loot. You can make teamwork its own form of damage output if you design for it.
And yeah, the punishment systems need to evolve too. Players should fail fast, learn fast, and get back in immediately. The Soulsborne loop is the gold standard. You die, you get it, you try again. There's tension without tedium. That's what modern MMOs keep missing: challenge doesn't have to mean a 10-minute jog back to your corpse.
I disagree on the idea that this is all some generational problem of "people wanting things handed to them." That's a lazy oversimplification that's been used for twenty years every time a game removes an unnecessary time sink. Players haven't changed but the context around them has. When you've got thousands of other options competing for your attention, you're not lazy for expecting your time to be respected. You're just living in 2025, not 1999.It isn't just a game design problem anymore though, people EXPECT to have things handed to them. After reading though the "Adrullan Online Adventure" / "Evercraft" discord for a while, there is a fairly large subset of players that looks at any walls or challenge as direct attack against them as a person. Pop MnM into that mix and you are hit even harder with that reality. Sure there is an argument to be had on tedium vs challenge but people really don't see the distinction and, generally, equate the two. So when they are hit with a wall of any kind, it's not somethign to figure out, it's a stopping point. It's kinda sad, they then rotate to games that "respect their time" even if the game is the game they have been talking shit about for years.
I disagree on the idea that this is all some generational problem of "people wanting things handed to them." That's a lazy oversimplification that's been used for twenty years every time a game removes an unnecessary time sink. Players haven't changed but the context around them has. When you've got thousands of other options competing for your attention, you're not lazy for expecting your time to be respected. You're just living in 2025, not 1999.
And you're absolutely right about how "challenge" and "tedium" keep getting conflated, by both players and devs. That's why MMOs keep missing the mark. The problem isn't that people don't want challenge, it's that most games still equate challenge with delay. If dying or failing just means walking for ten minutes before trying again, that's not meaningful tension, it's just artificial scarcity of time.
The "who you knew" system worked in 1999 because there were fewer players, fewer games, and a lot more downtime. But it doesn't scale. It wasn't "community", it was necessity. You talked to people because you had to. That doesn't make it more authentic, just more forced. This has played out time and time again by how popular "soloing" mechanics are in MMOs, ARPGs, etc. nowadays.
So yeah, build systems that encourage mastery, connection, and positive reinforcement. But let's stop pretending that frustration equals depth or that expecting a well-paced experience makes you "soft." The only people who still believe that are the ones mistaking nostalgia for virtue.
It's just mythic+ the gameDoesn’t look very compelling to me. Looks mostly like a wow ripoff without the lore or content. I’m sure it will have a following of fan-theys but I won’t be playing it.
The decline in good community curation isn't just ideological (and I'd argue it's less that) - it's mostly economic. Once MMOs shifted from long-term subscription models to engagement-based revenue, community management became about retention metrics, not social fabric. You can't A/B test friendship, and that's why we lost those many of those authentic connective threads.It's not ALL some generational problem. I think people were always this way but, as you state, games have become a LOT more popular with a lot more options. The general consensus back in the day was always "Don't waste my time" but those people weren't playing games, now they are.
The "Community" part isn't dead, but falls into the line of the "Design" of the game, same as encounter design. You are just using psychology of people to understand how to create and culture a community. Blizzard and other major companies have entire departments that tried to curate their community to create the community they wanted, the main issue was that their companies became so brain-rotted by morons and liberals, they forgot the community they wanted to target and ended up alienating a bunch of people.
As for frustration, there IS a "Depth" to frustration but the ratio needs to be fine tuned. It all falls back to Risk vs Reward of the EQ days but it's not RVR in encounter design, it's RVR vs time investment and outcome. One of the major issues of game developers now is that they either don't know their market and make the game for themselves and..by proxy...nail their intended market (LOL)...OR they don't even play their own game and are totally out of the loop on both their game AND the market. So they, like you said, conflate tedium with challenge and just keep plodding along.
Thats the part that made me laugh, did people really love speed-running WoW mythic dungeons that much that they only logged in for speed runs and then logged out?
Sure, I won't say those people DIDN'T exist, but to create an entire game around that gameplay loop?
These things looked at WoW and said "I know what made WoW popular! The gameplay cycle that killed being social in dungeons!" in an unironic way.
100% gatekeeping used to be the "Who knows you" system back in EQ or if you had a visually identifying item like an epic that spoke to your dedication or luck playing the game, so there was a social aspect to the gatekeeping. Now it's a number, or an achievement.
The incentive concept is an interesting one alongside encounter design. A positive reinforcement system on mechanics being done instead of negative. Get hit with lava? Take damage and the boss doesn't take more damage. Successfully dodge mechanics? Boss takes more damage. Would be interesting to see more games accomplish the "Missing one arm" or "One arm tied behind my back" concept applied to players where it acknowledges your less than ideal situation and rewards you for sticking through it.
It isn't just a game design problem anymore though, people EXPECT to have things handed to them. After reading though the "Adrullan Online Adventure" / "Evercraft" discord for a while, there is a fairly large subset of players that looks at any walls or challenge as direct attack against them as a person. Pop MnM into that mix and you are hit even harder with that reality. Sure there is an argument to be had on tedium vs challenge but people really don't see the distinction and, generally, equate the two. So when they are hit with a wall of any kind, it's not somethign to figure out, it's a stopping point. It's kinda sad, they then rotate to games that "respect their time" even if the game is the game they have been talking shit about for years.