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An idea for renewable content


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I remember hearing about with living world releases especcially the story that it results in content mainly played once and rarely revisited that got me thinking.

How about taking various story instances, notable events or boss battles and either reimplimenting them with some adjustments as fractals or as there own content steam as a sort of blast from the past either challenging 1 man or 5 man content.

Some obvious suggestions include;

  • Palawa Joko
  • Fighting Zhaitan
  • Fighting Modremoth
  • Fighting Kralk
  • Fighting Balthazar

or some interesting sequences like

  • Chasing caithe for the egg from HoT
  • Sneaking into the fortress to confront joko

Doing this could provide "new content" in a form not disimilar too fractals while also allowing you to go back on some things and produce a more challenging or interesting expereince. Like a new and improved zhaitan fight.

Feel free to respond with noteable instances in the story be them boss fights of interesting sequences that could work for this as well as suggestions.

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Then people will do the new content once and abandon it again. The only thing that really matters for replayability is the reward, which has to be competitive with the gold/hour metrics found elsewhere in the game. If Anet cared about people going back into story instances, all they would have to do is improve the rewards. As it is, story mobs don't even drop loot.

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@Leablo.2651 said:Then people will do the new content once and abandon it again. The only thing that really matters for replayability is the reward, which has to be competitive with the gold/hour metrics found elsewhere in the game. If Anet cared about people going back into story instances, all they would have to do is improve the rewards. As it is, story mobs don't even drop loot.

Rewards are one aspect to improving the replayability of content but another is enjoyment. Enjoyment can come in many forms like; Challenge, fellowship, narrative, Discovery etc.Narrative is one of the largest driving forces for the story instelf (obviously) so challenge is usually left on the wayside to account for a wide range of competence of players. The idea is they could implemented adjusted or reworked noteable content in an exsisting or new reward structure to the effect of increasing the amount of replayable content available to players as well as increasing the rate in which arenanet can produce such content by making the most of old and content in production ;p

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@Leablo.2651 said:Then people will do the new content once and abandon it again. The only thing that really matters for replayability is the reward, which has to be competitive with the gold/hour metrics found elsewhere in the game. If Anet cared about people going back into story instances, all they would have to do is improve the rewards. As it is, story mobs don't even drop loot.

Actually the most important element of reliability is that the content is well designed and fun. Having good rewards is hugely important. However, if the content is not fun the people are not going to play it for the reward.

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@otto.5684 said:

@Leablo.2651 said:Then people will do the new content once and abandon it again. The only thing that really matters for replayability is the reward, which has to be competitive with the gold/hour metrics found elsewhere in the game. If Anet cared about people going back into story instances, all they would have to do is improve the rewards. As it is, story mobs don't even drop loot.

Actually the most important element of reliability is that the content is well designed and fun.

Indeed, and what is most fun to the majority of MMO players is the obtainment of rewards.

Having good rewards is hugely important. However, if the content is not fun the people are not going to play it for the reward.

What an absurd statement. The dozens of threads recently posted complaining about how much people hate the Skyscale collection, who are nonetheless pursuing the collection in order to obtain the Skyscale, are ample proof that people absolutely do play content that is not fun for the reward. There are countless other examples of that. We would all prefer the content to be maximally fun, of course, but without rewards there's no reason to replay content at all. If I was strictly looking to have the most fun, I'd be looking for entirely new experiences in other games, not repeating anything.

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