You say downtime is bad, I think it’s good. I like it because it is another dimension to consider when making decisions. Why do you think downtime is bad?
It’s not even a big problem if you think about it. Let’s say you kill 10 mobs for 1exp each and each kill takes 30 seconds and get 10 exp no downtime between.
killing 1 mob for 10 exp with the kill taking 2 min and having 3:00min downtime.
so the tedium of having downtime is objectively better in this scenario. Your fundamental argument sucks. Are you mad about the grind or what because downtime is irrelevant.
the tedium all adds dimensions. You created the bar of massive population but the stated goal is niche dedicated player base. So you are not arguing. It’s like walking into a local hamburger and saying they would do better business if they were McDonald’s. No shit
edit: you are arguing that people don’t actually like what they think they like. I don’t feel the need to go into details about out how insane that is. But that is what you are doing.
I get where you're coming from - downtime
can add decision-making depth. The problem is that in most MMOs it isn't actually being used that way. It isn't a tactical layer, it's just dead air between moments of engagement. Which is exactly what it was in EQ, don't kid yourself. There's a big difference between meaningful pacing and mandatory waiting.
If downtime creates tension, risk assessment, or resource management that actually changes player behavior, then sure, it's doing work - that's very difficult to pull off in MMOs though, when there needs to be considerations for
other players as well, unlike single-player games. But when it's just a time-sink that doesn't alter how you approach encounters (which it didn't in EQ at all, once people got through the "this is new" phase and certainly won't in 2025 when we've already seen it 10,000 times in other games/MMOs) and the only "decision" is whether to alt-tab to YouTube or make another pot of coffee (and forum members have already commented on how they want a "chill" game they can watch Netflix to, which further proves the point that it's just dead air/tedium) - it stops being a mechanic and starts being filler.
Your math example also sort of proves the point: you've just compressed or stretched the same
net result. But in a world where players have
limited time, one of those options is still going to
feel better to play, even if the XP/hour is technically equal. The point isn't "make it faster," it's
make it engaging while I'm playing.
And as for the "niche hamburger joint vs McDonald's" analogy - I don't think anyone's saying MnM needs to be mainstream. But "niche" doesn't have to mean "needlessly punishing." You can build deliberate, thoughtful pacing without dragging the experience down. "Old school" doesn't automatically equal "good school."