Post by JustVine on 2025-07-10 17:05:39
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Hi Ace. I was mulling something related to Throne and Liberty design issues recently and then in another thread something @Ludullu and Arya_Yeshe said really stuck out to me relative to this. It is very much in the 'design hell is other people' frustration I have with modern gamERS that I think also targets the 'not for everyone' concept.
So to give you a little background as to where my mind is: Currently at this time Throne and Liberty is running into a problem both in Korea and Global versions (but more so Global) where they have a lot of what I will call 'hard content' and by hard i don't mean difficult I mean 'mechanically involved in the systems design intended for CORE progression of a character'. This content in TL's case is world bosses, instanced dungeons, raids, and various PvX and PvP battlegrounds. You could even argue that the open world dungeons also falls into this category but I might get that later into our conversation if it goes that direction. Notably in TL if you have good mechanical skill at the game you get noticeably statistically stronger by doing this content more quickly, consistently, and efficiently than anyone else. There is also a 'hard content' related system with guild progression that heavily rewards the people who are successful at this content. By putting such a heavy emphasis on this, a lot of the less skilled players both 'feel they need to do cutting edge content' but also do a lot of the 'questing' and open world interactions when they can't manage it. This has lead to a social disconnect between the 'strong' and the 'weak' that is rapidly eating away at the overall player base.
I think this issue happens in many games, but in Throne and Liberty they have it much worse and I'll tell you why. Many of the 'strong' and a few of the devs on staff have at least PRIORITIZED development in a way that would make 'quests are not content' ring true to this cohort.
Part of an rpg is roleplay for many people. Quests in particular give rpers and life skillers a framework that leads to higher satisfaction, better stepping stones to making their own content, and generally a down time activity that let's you stay immersed in the world without leaving it. I will call this knock on effect 'soft content' because it's not really the quest itself that makes it content (although you can make very engaging dynamic repeatable quests into a whole SYSTEM e.g. Assault from FFXI in the Tales of Aht Urgahn expansion) but the head space and interactivity this creates for the more casual, rp, and life skill involved person.
The 'design hell' for me is that often games feel a need to cater a lot more to 'hard content' in the way that Arya proposes in that thread, but so many other mmos have this underlying fall back of this 'soft content' that keeps the 'weaker' or 'less time available' people to keep progressing and positively contributing to the game. This happens to also be why I originally thought Ashes COULD be really successful as they had originally prioritized that type of 'soft content' and that community in the Alpha 1 era development.
When I think of Arya like people and I think about what makes a game sustainable in the long term, I think that some games without 'hard content' only style design are 'not for everyone' in a more fundamental way than games with a mix of soft and hard content. Design hell for me, therefore is the people who are 'the strong' that 'thrive easily with only hard content systems' the 'sweat lords who excel at the game in both skill and time' that ALSO then demand that the game be very SOCIAL and codependent on PvP rather than PvE serving as a fundamental force that unites the player base. They constantly stomp on and undervalue the 'soft content' and this leads to the developers feeling uneasy about adding it at all even though it in terms of collective man hours adds WAY more. This is a fundamental issue I see with TL's raid system in particular. It took a lot of resources to create this system, but ultimately with the same amount of dev time they could have made thousands of hours more if they had focused on 'soft system' content that helped amplify and enhance their existing building blocks.
It is funny, in a way I feel like AoC and TL are in somewhat similar places right now with their fan base but Ashes is doing all the stuff that would really 'attract the TL type top enders' and TL is doing all the sort of stuff that would really 'attract the AoC type top enders'.
As a person who thrives off of making 'soft content' challenging through various self limitations to help me improve my core fundamental skills for the 'hard content' I find myself constantly in the presence of design hell when people turn around and tell me the content I am clearly spending dozens of hours on is somehow not content. I'm doing it and it is leading to tangible interactive skilled gameplay am I not? In a way I find it a 'skill issue' but in another I recognize that 'the game I want is not for everyone and vice versa'. But it sure is design hell. How do you keep people like me and people like Arya happy? Well I thought AoC had the answer originally but they went in a direction that seems no longer to involve my audience demographic type.