Monsters and Memories (Project_N) - Old School Indie MMO

Quaid

Trump's Staff
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Gate proc items plus cheaper pots and maybe gate portals located in different areas are all thoughts being considered

That's nice and everything, but I find everything short of every class getting a long-cast 'retreat' ability (evac to safe spot in zone) on a long cooldown at level 1 upon spawning in unacceptable.

I'll just play a caster but it's fucking dumb that I have to.
 
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uniqueuser

Ahn'Qiraj Raider
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Who gives a fuck how long anything takes if you're enjoying the game? That's the bottom line for me. I will play until I don't enjoy it. For a new MMO that generally tends to be on average 3-4 months. No box price and only a sub? I will get my moneys worth. But hey I'm just a retarded crayon eater and the constant bitching makes zero sense to me.
You’re not retarded, they’re retarded. We have MMO lifers here who can’t live without all the “refinements” they’ve been conditioned to expect over decades of playing these games. Their time is just too valuable and their patience too short to suffer any inconveniences like not being able to instantly return their three-day old L60 character to town to drop off the loot from their instanced endgame dragon-slaying session in time to prevent their unattended children from burning down the house.
 

TJT

Mr. Poopybutthole
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So weirdly, I agree with Shawn with the sorta "chase items" and/or religion selections; and while its not in yet, I get the problems persist. No idea what that will look like, but I can say the measuring stick is pretty valuable as a caster(or inq).. sure I can put Sense Magic on my bar; or I can just click a stick. I didn't play EQ but I heard a fable of a warp stick? a gate stick? club? idk.. but you'd beat each other to proc a low %chance gate proc and the loser has to beat feet.. that shit sounds amazing to me and while I get it still doesn't solve the issue of kid just caught the kitch on fire; I still think the crafter option or even religious option is a far better game delievery than giving it to everyone; so compromsial, should be able to cast gate on individual players haha.
The item in question was only available to evil races and only ported you to The Overthere, an evil race stronghold. One that was also in Kunark and thus worth even less in later expansions. Making it a niche item in general and used only because melee had literally no other options. That you have rose tinted glasses for this scenario is solely because you never actually had to deal with it. Since it was a weapon proc you couldn't be invis while using it so good races just couldn't use it. They'd be killed the moment it gated them into the Overthere.

Your only other option was expensive potions that only a Shaman could make. Tradeskills being what they were prob 10% of the Shaman population at any given time had the actual skill in alchemy to even create them.

This situation existed because the implications of binding were simply never considered as the genre was in its infancy. It was never good or clever design and you are fucking stupid if you think it was.

The bind locket isn't worth mentioning at all because it was gated behind an inaccessible zone for most of the era and also an acid trip of a zone that nobody understood. On top of that if you got past those two issues it was a one time use item that could be recharged for the small fee of like 13k platinum. I don't even think one existed on our server.
 
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moonarchia

The Scientific Shitlord
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That's nice and everything, but I find everything short of every class getting a long-cast 'retreat' ability (evac to safe spot in zone) on a long cooldown at level 1 upon spawning in unacceptable.

I'll just play a caster but it's fucking dumb that I have to.
Yup. Just another case of devs with cranial rectal inversion who don't respect their customers RL. You make up whatever LOLore reason for it, but having a way back home for every class is one of those basic core concepts that is stupid easy and should be in every MMO. Give it a long cooldown if you want, but the option should be there.
 
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fanaskin

Well known agitator
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Guys the game is about slowing you dowwwwwwwn so you have social interactions just chilling in town buying and selling gear and LFG

i'm like never not grouped on main, i have one solo char when i want to chill alone, i get tells when I log on because i specifcally play classes people want, tanks and heals, people who play dps that aren't super utility and part of the core 4 roles are like peasants lol.

some of it is you have to be intelligent, there's over 20 classes they aren't all gonna be pro, yes I am telling you to learn2play because if you aren't flexible a little you'll just be banging your head against the wall.

there are answers to your questions you just don't like them.
 

TJT

Mr. Poopybutthole
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Really, you don't have to make a WoW clone but letting anyone bind in a tavern is a bread and butter design that is totally loyal to DND in every way. Letting all players gate to said tavern even every 12 RL hours is completely fine. You can go beyond that too. The scariest zones don't even have taverns so you have to risk it. Make it even more "hardcore" by preventing ports out of the most dangerous zones. You can expand on it however you'd like. Have exclusive tavern locations that are tied to faction or religion giving something extra to those that spend time doing it.
 
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gauze

Molten Core Raider
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Letting all players gate to said tavern even every 12 RL hours is completely fine.
This is probably as close as I can to get to agreeing. I've been under the guise of 30mins to 1hr.. and as high as 4hrs.. but a 12hr I could get behind of being an okay idea.

It's not something I want, personally.. but I get the concern/argument/desire.

As far as rose tint on useable items with gimmicks; nah.. I just like the ideas of bobbles, gadgets, and trinkets; it's "Fun." Tarkov has a stim cocktail called Obdolbos, 33% to just kill you out right.. but damn is it fun to be absolutely cracked out scav if you land that 67%. Knowing the risk, I wouldn't do that if I was well geared or had something worth living for.
 
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Tol

Trakanon Raider
24
21
That you have rose tinted glasses for this scenario is solely because you never actually had to deal with it. Since it was a weapon proc you couldn't be invis while using it so good races just couldn't use it. They'd be killed the moment it gated them into the Overthere.

I ported there all the time on my good classes and iksar. Charm classes (including necro) didn't need to faction up and it ported you to a spot where you're pretty much free from aggro unless you catch some weird train. I was even able to FD bank there because the banker was on a different faction. Guilds would also do mass turn-ins for good classes with puppet strings charm. I absolutely think it was a stupid workaround and melee should all have some form of gate in 2026, but OT hammer was legit gold and I used it for years.

By the time p99 rolled around all this was so well known that most raid guilds made it mandatory to get hammers.
 
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Kirun

Buzzfeed Editor
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I just want the game to be more than get group, smack mob, hearth; rinse repeat. A problem mentioned a few posts/pages back that resonates with me most, is the lack of challenge is the biggest problem in the game.. I'm also someone who believes that not everyone should have access to every piece of content just because.. but that there should be content for every kind of person.
I think where we continue to disagree is that you're viewing universal recall primarily through the lens of how it could be "optimized", while I'm viewing it through the lens of what problem it's trying to solve.

Because yes, if you give players a tool, they will use it. That's true of literally every mechanic in every MMO ever made. Players will optimize travel, XP, loot, crafting, grouping, raiding, etc. The fact that a mechanic can be used outside its original "intent" isn't really an argument against the mechanic itself. And honestly, I think this is where old-school MMO design sometimes gets trapped. It starts treating player convenience as inherently suspect because players might "optimize" around it. But players optimize around everything.

The question isn't whether the optimization exists. It's whether the resulting gameplay is better. For example, you mention wanting deeper dungeon expeditions to feel like a commitment. I actually agree with that. The problem is that commitment only feels meaningful if the content itself justifies it. This is something I've been saying for months regarding these "EQ-inspired" projects. Developers keep focusing on preserving the commitment while often overlooking whether the underlying gameplay is compelling enough to support it.

In 1999, spending six hours in a dungeon felt incredible because online worlds themselves were revolutionary. In 2026, if you're asking players to organize tomorrow night's session around logging back into the same dungeon corridor, the gameplay had better be absolutely exceptional. And that's where I think the genre has changed. Hell, that's where video games entirely have changed. These systems are no longer "novel" anymore, so you need an amazing gameplay loop to keep players engaged.

The future of MMOs isn't going to be built around convincing players to schedule their lives around virtual geography. It's going to be built around creating gameplay loops so compelling that players want to spend more time there. That's a huge distinction. The same thing applies to the economy argument. I'm actually in favor of more meaningful crafting, consumables, logistics, and preparation. I think modern MMOs often stripped too much of that away. But I don't think every "quality-of-life" feature needs to be held hostage to the crafting economy. A crafting economy should exist because interacting with it is enjoyable and valuable, not because players are forced into it to solve problems intentionally created by the game design - it's akin to a lot of P2W games now where the devs intentionally create a problem so that they can sell you the solution.

And honestly, I think your post accidentally highlights the biggest issue facing "old school" games like this. You mention gate items, religion choices, escape ropes, potions, wagons, outposts, camping systems, travel tools, consumables, etc. At some point, we're designing twelve different solutions to avoid giving players a simple baseline capability. That is your giant red flag that we're protecting a philosophy rather than solving a problem. This is the same issue games like Ashes of Creation and so many more keep running into. Systems on top of systems, on top of systems, just to avoid adding baseline functionalities.

The thing I keep coming back to is this - I don't think the long-term future of MMORPGs is "how do we make people commit HARDER!?". I think it's "how do we create worlds people genuinely want to spend time in?"

Because hardcore raid culture, poopsocking, batphones, mandatory marathon sessions, and extreme time commitments are already increasingly niche. The audience that built EverQuest is now middle-aged. Most of them aren't looking for a second job anymore. The MMOs that survive are going to be the ones that preserve immersion, social interaction, exploration, and meaningful progression while respecting the reality that players have lives. Not because players are "weaker" than they were in 1999. But because game design has had twenty-five years to learn the difference between meaningful commitment and unnecessary friction.
 
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Tol

Trakanon Raider
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Because hardcore raid culture, poopsocking, batphones, mandatory marathon sessions, and extreme time commitments are already increasingly niche. The audience that built EverQuest is now middle-aged. Most of them aren't looking for a second job anymore.

Not so sure about this after playing quarm. My impression of the average fan of this specific flavor of MMO is that they are geriatric and retired and absolutely want a game where they can spend 12 hours doing next to nothing and falling asleep in groups.

They love raids, as long as the raid doesn't make them do anything hard like rotations or mechanics. Quarm was my last rodeo with EQ emulators because jesus christ the playerbase is sad and depressing, and they were less hardcore than the insane P99ers which is where the real mental illness dwells.
 
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gauze

Molten Core Raider
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444
I think where we continue to disagree is that you're viewing universal recall primarily through the lens of how it could be "optimized", while I'm viewing it through the lens of what problem it's trying to solve.

The question isn't whether the optimization exists. It's whether the resulting gameplay is better. For example, you mention wanting deeper dungeon expeditions to feel like a commitment. I actually agree with that. The problem is that commitment only feels meaningful if the content itself justifies it. This is something I've been saying for months regarding these "EQ-inspired" projects. Developers keep focusing on preserving the commitment while often overlooking whether the underlying gameplay is compelling enough to support it.

To the point I mentioned, without a hard definition of the full game; I can't commit to either point being wrong or right. I can admit i'm vanguard'ing my feelings and hope, and understand the concerns; but again.. it's a scope I would rather see approached in 2026. I don't want the world to feel smaller, I want the world to feel like a chore to traverse but with obvious good reason/s(which r/n there isn't a ton but XP or Resources; maybe that's all there ever will be)... If you optimize the gameplay loop around this, I think there is a lot to be sought after; far more than get 60 and raid/dungeoning; could just go make Fellowship the game. Again, very adamant on the philosphy that not every player should be able to easily access every piece of content, but that there should be content developed for every kind of player.

Expedition, while loosely described is a good example. It's a piece of "endgame" to strived for. What it will be is hard to tell, or if it will get scrapped.. but utlimately explained that you have to contribute a certain amount of desired resources(AQ Gates-like) to even get the option to do it for what I recall; a period of time. If you're just 5 homies and non-crafters; you ultimately have to buy your way in or find a guild active enough to "sponsor" you. In UOO, a guild I was apart of did something very similar. They sponsor the admission for the expedition, but on the handshake that you hand over the Silver or Gold link; Bronze you keep. Silver is roughly 2-2.5x the worth, and Gold can be 3-4x that.. Sure you can make it instanced, fast travelled, ect; but to me, it saps some of the fun out of the reward.

Same with the concept of treasure maps. You're required a specific piece of loot that leads to you find more loot and/or a boss. How that mechanic will shape up is very tbd.. but if it's anything like UOO; treasure maps often are sold at a high value depending tiers, picked up by guilds and crafters to be utilized for other forms of soft currencies required to do other things in the game. Average players often do not interact with most maps unless absolutely built/ing for it, but even then are limited to how far they can go in regards to tier.

And I get it, not everybody wants that pain; but why does it have to be the Main Cities that you beacon back to in a single cast?

In 1999, spending six hours in a dungeon felt incredible because online worlds themselves were revolutionary. In 2026, if you're asking players to organize tomorrow night's session around logging back into the same dungeon corridor, the gameplay had better be absolutely exceptional. And that's where I think the genre has changed. Hell, that's where video games entirely have changed. These systems are no longer "novel" anymore, so you need an amazing gameplay loop to keep players engaged.

I agree; I much rather the challenge and reward be boosted to fit the risk and time invested.. again very for varying pathes to go down to achieve the same goal that is end game. Examples being that you solely focus on beasts because it doesn't require a large group, outside the occasional matriarch, alpha, or mutated.. but the avenue you take rewards you through other means.. but it'd be absolutely something you could commit 30mins to and see progress versus getting in a group and doing a sixhour session. I get it, not everyone wants to do it.. but the wowification to me is that everyone should be able to do it. Forced accessibility, which includes free rides.. again would much rather see safe encampments(npc or player) closer than immediate recalls.

The future of MMOs isn't going to be built around convincing players to schedule their lives around virtual geography. It's going to be built around creating gameplay loops so compelling that players want to spend more time there. That's a huge distinction. The same thing applies to the economy argument. I'm actually in favor of more meaningful crafting, consumables, logistics, and preparation. I think modern MMOs often stripped too much of that away. But I don't think every "quality-of-life" feature needs to be held hostage to the crafting economy. A crafting economy should exist because interacting with it is enjoyable and valuable, not because players are forced into it to solve problems intentionally created by the game design - it's akin to a lot of P2W games now where the devs intentionally create a problem so that they can sell you the solution.

Which is why i'd rather them just have additional content designed around the 9-5 dad; my ex. is beast hunting(solo/duo/trio type gameplay), you dont really need to make that group content outside of one-off themes. As Shawn puts it, sometimes he wants to log on and just fish.. If the system is good and engaging enough(its not).. then that is a real possible future to the game. I'm not that kind of player, but I know people who did it in BDO, FFXI, New World, and even WoW; and enjoyed it as their thing to do. Same to be said with things like UO and SWG, where peoples sole function of existence is not to adventure and poke around killing; they found other avenues to entertain their time because the gameplay loop allows it.

And honestly, I think your post accidentally highlights the biggest issue facing "old school" games like this. You mention gate items, religion choices, escape ropes, potions, wagons, outposts, camping systems, travel tools, consumables, etc. At some point, we're designing twelve different solutions to avoid giving players a simple baseline capability. That is your giant red flag that we're protecting a philosophy rather than solving a problem. This is the same issue games like Ashes of Creation and so many more keep running into. Systems on top of systems, on top of systems, just to avoid adding baseline functionalities.

The thing I keep coming back to is this - I don't think the long-term future of MMORPGs is "how do we make people commit HARDER!?". I think it's "how do we create worlds people genuinely want to spend time in?"

Because hardcore raid culture, poopsocking, batphones, mandatory marathon sessions, and extreme time commitments are already increasingly niche. The audience that built EverQuest is now middle-aged. Most of them aren't looking for a second job anymore. The MMOs that survive are going to be the ones that preserve immersion, social interaction, exploration, and meaningful progression while respecting the reality that players have lives. Not because players are "weaker" than they were in 1999. But because game design has had twenty-five years to learn the difference between meaningful commitment and unnecessary friction.

I'm not saying add them all, I am simply meaning that there are other solutions that solve the same problem without saying here you go; back to the main city you go. I ultimately just want the world to feel bigger, and a general recall and series of teleports, gates, and so on.. make it much much smaller. I get that conceptually it's not everybodies tea, nor is what I am saying will happen.. but I dont think the sorta give everything to everybody is the right path to fixing problems either. If martial classes pain is that they can not teleport to safety on a dime, what kinds of benefits can you give them that make them above other classes in other aspects.. it has to be a +/- trade off; imo. I'd love to see them add a religion that gives you a gate ability and see the percentage of martial classes go that way purely for the foremention problem while stacked against other choices obviously.. because as I see it r/n the people who are upset by it will or would have played a caster anyways. I'm pretty cool with martial classes having 2x the carry weight, and bitch arm casters can't carry shit. I love choices and the weight of its consequences.. in a lot of extraction shooters, I tend to wear lighter armor because i'm faster.. and tend to be above average in the ability to kill before killed. I'm already depressed they're not carrying over Iskar/Ogre/DK exp penalties and I want more KoS stuff with factions; I didn't get to experience EQ.. but I think that kinda thorned crown is a cool idea, and much respect to the players who put forth that effort. Much like Maat's cap in FFXI.. its just not something I would do because the alloted time required; but man I loved seeing it and there are people who are mentally ill enough to pursue those things.

But its also to be said, I don't need my gameplay to be belt to ass the entire time.. I'd rather have smaller things to do if I cannot allocate chunks of time. I'd much rather classes, specs, builds, or xp spots be dad friendly than weighing down the rest of the game to fit; but I absolutely agree that the loop has to be worth the squeeze for it to even matter. Personally hated they added summoning stones to WoW, but loved that Warlocks could summon. I also know a lot of dads, while not all MMO players, easily put in 4-6 hrs a couple nights a week on things like League, CS, Tarkov, Arc, Deadlock ect.. and while its quicker dopamine hits, they're more or less doing the same loop on repeat. If the loops is good, the problem fades.
 
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moonarchia

The Scientific Shitlord
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Not so sure about this after playing quarm. My impression of the average fan of this specific flavor of MMO is that they are geriatric and retired and absolutely want a game where they can spend 12 hours doing next to nothing and falling asleep in groups.

They love raids, as long as the raid doesn't make them do anything hard like rotations or mechanics. Quarm was my last rodeo with EQ emulators because jesus christ the playerbase is sad and depressing, and they were less hardcore than the insane P99ers which is where the real mental illness dwells.
If you missed out on THJ I can see where you might feel that way. Turns out if you lean into the power fantasy you really can make EQ a total blast again. It was so overwhelmingly popular it got DBG to notice them. And subsequently shut them down for copyright infringement.

This game is definitely aimed at the old poopsockers who want to be caged into groups. That's not a smart play by the devs, since that niche is literally dying out, but if they at least put some minimal effort into QOL to prevent soft PVP and little things like a hearthstone so people can zap out if RL calls they might last long enough to get the rest of the game finished. EQ and EQL have 27 years of xpacs to rummage through for content. Pantheon and MnM? Not so much. And players do need to have enough *fun* content to keep them interested in paying to keep the server gerbils fed.
 

Hatorade

A nice asshole.
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9,390
To the point I mentioned, without a hard definition of the full game; I can't commit to either point being wrong or right. I can admit i'm vanguard'ing my feelings and hope, and understand the concerns; but again.. it's a scope I would rather see approached in 2026. I don't want the world to feel smaller, I want the world to feel like a chore to traverse but with obvious good reason/s(which r/n there isn't a ton but XP or Resources; maybe that's all there ever will be)... If you optimize the gameplay loop around this, I think there is a lot to be sought after; far more than get 60 and raid/dungeoning; could just go make Fellowship the game. Again, very adamant on the philosphy that not every player should be able to easily access every piece of content, but that there should be content developed for every kind of player.

Expedition, while loosely described is a good example. It's a piece of "endgame" to strived for. What it will be is hard to tell, or if it will get scrapped.. but utlimately explained that you have to contribute a certain amount of desired resources(AQ Gates-like) to even get the option to do it for what I recall; a period of time. If you're just 5 homies and non-crafters; you ultimately have to buy your way in or find a guild active enough to "sponsor" you. In UOO, a guild I was apart of did something very similar. They sponsor the admission for the expedition, but on the handshake that you hand over the Silver or Gold link; Bronze you keep. Silver is roughly 2-2.5x the worth, and Gold can be 3-4x that.. Sure you can make it instanced, fast travelled, ect; but to me, it saps some of the fun out of the reward.

Same with the concept of treasure maps. You're required a specific piece of loot that leads to you find more loot and/or a boss. How that mechanic will shape up is very tbd.. but if it's anything like UOO; treasure maps often are sold at a high value depending tiers, picked up by guilds and crafters to be utilized for other forms of soft currencies required to do other things in the game. Average players often do not interact with most maps unless absolutely built/ing for it, but even then are limited to how far they can go in regards to tier.

And I get it, not everybody wants that pain; but why does it have to be the Main Cities that you beacon back to in a single cast?



I agree; I much rather the challenge and reward be boosted to fit the risk and time invested.. again very for varying pathes to go down to achieve the same goal that is end game. Examples being that you solely focus on beasts because it doesn't require a large group, outside the occasional matriarch, alpha, or mutated.. but the avenue you take rewards you through other means.. but it'd be absolutely something you could commit 30mins to and see progress versus getting in a group and doing a sixhour session. I get it, not everyone wants to do it.. but the wowification to me is that everyone should be able to do it. Forced accessibility, which includes free rides.. again would much rather see safe encampments(npc or player) closer than immediate recalls.



Which is why i'd rather them just have additional content designed around the 9-5 dad; my ex. is beast hunting(solo/duo/trio type gameplay), you dont really need to make that group content outside of one-off themes. As Shawn puts it, sometimes he wants to log on and just fish.. If the system is good and engaging enough(its not).. then that is a real possible future to the game. I'm not that kind of player, but I know people who did it in BDO, FFXI, New World, and even WoW; and enjoyed it as their thing to do. Same to be said with things like UO and SWG, where peoples sole function of existence is not to adventure and poke around killing; they found other avenues to entertain their time because the gameplay loop allows it.



I'm not saying add them all, I am simply meaning that there are other solutions that solve the same problem without saying here you go; back to the main city you go. I ultimately just want the world to feel bigger, and a general recall and series of teleports, gates, and so on.. make it much much smaller. I get that conceptually it's not everybodies tea, nor is what I am saying will happen.. but I dont think the sorta give everything to everybody is the right path to fixing problems either. If martial classes pain is that they can not teleport to safety on a dime, what kinds of benefits can you give them that make them above other classes in other aspects.. it has to be a +/- trade off; imo. I'd love to see them add a religion that gives you a gate ability and see the percentage of martial classes go that way purely for the foremention problem while stacked against other choices obviously.. because as I see it r/n the people who are upset by it will or would have played a caster anyways. I'm pretty cool with martial classes having 2x the carry weight, and bitch arm casters can't carry shit. I love choices and the weight of its consequences.. in a lot of extraction shooters, I tend to wear lighter armor because i'm faster.. and tend to be above average in the ability to kill before killed. I'm already depressed they're not carrying over Iskar/Ogre/DK exp penalties and I want more KoS stuff with factions; I didn't get to experience EQ.. but I think that kinda thorned crown is a cool idea, and much respect to the players who put forth that effort. Much like Maat's cap in FFXI.. its just not something I would do because the alloted time required; but man I loved seeing it and there are people who are mentally ill enough to pursue those things.

But its also to be said, I don't need my gameplay to be belt to ass the entire time.. I'd rather have smaller things to do if I cannot allocate chunks of time. I'd much rather classes, specs, builds, or xp spots be dad friendly than weighing down the rest of the game to fit; but I absolutely agree that the loop has to be worth the squeeze for it to even matter. Personally hated they added summoning stones to WoW, but loved that Warlocks could summon. I also know a lot of dads, while not all MMO players, easily put in 4-6 hrs a couple nights a week on things like League, CS, Tarkov, Arc, Deadlock ect.. and while its quicker dopamine hits, they're more or less doing the same loop on repeat. If the loops is good, the problem fades.
Oh God Comedy GIF by Paramount+

yall writing full on thesis essays…
 
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