Yes, I know that that’s a joke. Yes, were gonna speak about it with some nuance. It’s a topic in which Reddit started a conversation on several weeks ago in which the original poster ripped away MMO tourists, who he claims hurt the genre more than they helped when they treated MMOs as disposable, whipping between games with each other in an endless cycle, with the main victim being MMOs that get better on time when no one left to see it.
Of course, as the answers argued, there’s no doubt that if gamers didn’t move between games, we would still be playing Ultima Online. The idea that we should be obligated to stay with every effort that is on the hope that they someday improve is a little absurd. Even though people knowingly treat MMOs like holidays instead of shopping for long-term homes, it makes sense to argue that MMOs become tourist traps rather than cozy neighbourhoods that anyone wants to live in.
It would seem like this might be an interesting topic for Massively Overthinking this week, but rather, somewhat more to the content locusts discussion. Does gaming tourists ruin MMOs? Is there a solution to this problem?
Andrew Ross (@dengarsw): Yes, I hate gatekeepers. Yes, there are certainly a lot of fandom, but being technically higher on that list doesn’t necessarily make you much better or more worthwhile. It would also make anyone toxic, though.
For MMOs – there is no need for tourists. A game requires an audience even if it’s temporary. World of Warcraft is an exemplar of this. When there is a large update, often people return, and those who are playing often waiting at the door. The value of any item will increase, their ability to recruit and at least temporarily upgrade guild rosters will increase, and queue times will lower, so they can grind more on mains or other more.
It is not necessary to take Pokemon GO over a counter-point. We’re aware that as of the fact that the game was getting worse a long time ago, thanks to the one-cammo-esque G-3 updates. It’s getting a major boost from 2017, but not much better. I think, that part of this is because Niantic has already started doing something much more regularly. People who play the game continuously, it can be a bit good for those that feel it’s busy in a different way. They constantly catch up. Those few events that were big enough to bring back players are lost in the constant update noise. As far as the COVID/QoL change and the Gen 3 update, other Generational updates just didn’t pack a lot of punch for the tourists.
Just in fact, I don’t think that tourists ruin government money. They help them renew their lives. Everybody in the modern age still has the right to emulate an old-school Asherons call style of monthly updates. The omnipresentness of the main game is not really emulated in the modern industry. That means that I feel like that PEOPLE is the closest I am. But heavy monetization threatens the value and FOMO can only distract people from capturing the data. Is this important? You need to build your game sturdy enough to give everybody something to do if they are daily. It’s necessary, but you also need those big spike events to attract tourists and revitalize the economy, as well as a lot of money for your games. What’s an MMO having no massive number of players?
Brianna Royce (@nbrianna, blog):I guess, from the introduction, I don’t think tourists are a problem. Please, get in your game. Visit them all. Find them for you. This is how new players come to life, whereas people from other genres try to become an MMO.
As for me, for it be a problem if games become reserved for tourists or, instead, there are many good and bad ways to make it happen. It is smart that games like Guild Wars 2, Final Fantasy XIV, and Elder Scrolls Online release content in small but steady amounts, anticipating players who return for an unlimited period of time and then return to play. I think this is a useful way, too, to play MMOs.
What I dislike is when new games are launched to make a quick mistake and then then abandon, and then after grabbing the total tourist money, and then they basically give up. The temporarys, we call them these, designed and ported over as temporary from the start. There is no world, but it’s no community, so nobody would stay, anyway.
If you are really a tourist, then hell eventually come back to the game that he left anyway. He wants to save his life in a bad manner. Come back when his saved. You’re not being poor and your time is precious.
:Ah, another old man yelling at a cloud.Look, worrying about devs getting out of the city before their homes, worries, but it also reprimands the real reputation of a true fan. This post probably is the same type of person who uses welfare epistems unironically.
Can we see a solution? You must make sure you have the highest impression and the players should let it be the home. Let me give the people what they want to play.
Justin Olivetti (@Sypster, blog):When was talking about here? The trend is a run-down activity called churning the constant influx of players from MMOs. MMOs hope a player can stay the whole time, but unlike that, having a player return the whole time is a good consolation prize.
I often tend to be a frequent tourist, but I don’t recognize that my lack of mobility is going to hurt me. If we’re interested, it’ll help multiple titles, as well as help to build a community, perhaps help financially, and promote the education of my friends and readers. The MMORPGs already host players for a much longer period of time than your typical video game if the player can’t get along on the phone. We need to enjoy each other and move more time to recharge our interest.
Mia DeSanzo(@neschria):I understand the point. We sometimes miss out if games come out and keep everyone we were playing with disappeared. They are not doing much for people who are there to relax in new virtual space or to form active societies long term.
On the other hand, I like to have a steady stream of tourists rather than a dead game. Often todays tourist is tomorrows landlord. Not everyone dreams of a world to live in. Sometimes people look, and that’s fine, too.
There are some games out there that had to have the capacity to stay, with lots of long-term players. Games that are around for more than two hundred seconds likely deserve their fate. The tourists can’t profit from locals in the long term game. Life, color and sometimes revenue contribute to the game. And everyone is a tourist in the sucky games.
Sam Kash: I’m not certain why I’ll be surprised to hear me saying that tourists are in our games and they’ll be here forever. If there are prizes for too much touring, I’d be in the running.
There are very few companies that can stop it, without limiting their potential customer base. Personally, I haven’t found any long-term games in a long time. We have a great lot of games to play that it’s tough to plant roots and stay with each other so much more than a couple.
One way games attempted to keep players logging in is to keep the updates constantly. Because living world isn’t about us, it’s a necessity for us. In some cases they try to slow progress or just make prescriptions for the shiny extremely expensive product. That fits the bill for some players, and for others it encourages the touring.
I think where I am now, I want to continue learning something new and interesting. As soon as we had many alternatives and the subservos were able to play, it was hard to get all around the city. But, nowadays, it’s just very easy, why not see everything?
Tyler Edwards (blog):I think the tourist is a casual game. Someone who walks out and sees the images eventually leaves. I can’t imagine that could never be a problem for anyone.
I think a certain type of player who enjoys new games and has never worked, but is their greatest influence so far in three weeks that they will have accumulated all the content, thus far racially, so they won’t put the emptiness in their life, then shouted from the rooftops that the game doesn’t have enough content, and instead consider it a separate phenomenon.
Rethinking is basically the matter. Your turn!
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