Dumar, you make it far easier for me to not keep up with this thread, because you keep fighting the arguments for me.
I wholeheartedly agree that the game should be challenging from day 1 hour 1 level 1. EASY GAMES ARE BORING
The old guard around here has to keep defending real & meaningful gameplay. Sad part is, the defense gets harder and harder because this industry just keeps sinking into the lobby parlor abyss.
This is a debatable point though, not everyone is as much as a masochist as you are Dumar.
Label me a masochist, but it's not loving pain. I want that feeling of investment and attachment again. I want to feel like my character is something substantial, something I put time and energy into shaping. Like anything else, any other endeavor, the more time you must put to something by definition requires your further investment into it.
I want my character to be a big investment.Part of this means a very long leveling process (otherwise there is no attachment - I can level a plethora of characters at ease). Another part requires a sense or possibility of loss. In a MMOG context, this means that some play sessions I may make no progress or actually regress, whether that's by losing items, exp, or whatever mechanic.
This central, core mechanic of loss is where every other design decision should grow from: from world design, to class design, to mob difficulty, everything. There should be a
risk of lossin doing anything in Pantheon. From this, everything falls into place: respect of the world & the creatures in it, interacting with other players, playing alertly, smartly, etc.
Applying this to travel & LFG: the world is as it is. The more you leave it alone, the more immersive & believable it can be. The more you manipulate the world with god-powers like LFG dialog boxes, Matrix-ish auto-grp managers, port-anywhere PoK books & npcs, non-attackable guards & npcs, and mob mechanics like leashing and extremely linear zone design, the more transparent, superfluous, fake, and
unneededthe world becomes. Look at Warcraft, the overworld only exists for the leveling process and dailies. And even now during the leveling process, many just sit in town and re-q the god-powers of the dungeon-finder. Because of their design decisions and aversion to loss or difficulty outside of twitch, the entire world of Azeroth is mostly a not needed place for anything. A channel for LFG I agree with, as it promotes interaction among players:
theymake the groups,
theydecide, direct, and assemble themselves to wherever they're going, not a manager. The group creation process must be an organic one done by the players, not a synthetic, algorithmic one done by the Architect.
Two-way ports should never be available to every player. With a big, fat period. Velious one-way ports like C. Scar I'm semi-ok with, because it's not as easy to get back. And I am all for modes of travels that are believable, consistent, and take some time, such as boats.
What this boils down to is: do not make the world accommodate me, make me the player have to accommodate to the world. I want to respect it. I want to feel like I'm in it, and I want the process that I must go through to understand it and develop my character in it to be a long one, with risks and possibilities of loss along the way.
EverQuest and Ultima Online made me feel that way, and that's why I donated to this KS.