I enjoy playing a lot of video games, but I found the time my SO and I played WoW boring. In a real video game (lately for me: TF2, FIFA, ME), when you fail you have thoughts like “next time I’ll try a different approach” or “Oops! I herped when I should have derped.” Winning is genuinely satisfying because the challenges involve more than measuring your sunk cost against an arbitrary number of hours.
When you fail at WoW, it’s because you picked a fight several gameplay hours too soon. When you win, it just means you get to move on to the collection quest.
There might be more cerebral challenge in the upper levels, but I was bored by the month-and-a-half I invested into it.
And in my (limited) experience with MMOs, it’s generally more productive, as well as fun, to treat it as primarily a social enterprise. I was unsurprised—though vaguely impressed—to find just how profitable the street performer business model can be.
At the level cap, or at level-matched PVP, the determining factor is usually the quality of the gear you’ve accumulated; so that e.g. you need to accumulate gear in normal dungeons before attempting heroic dungeons, in heroic dungeons before attempting low-difficulty raids, in low-difficulty raids before attempting high-difficulty raids, etc...
I enjoy playing a lot of video games, but I found the time my SO and I played WoW boring. In a real video game (lately for me: TF2, FIFA, ME), when you fail you have thoughts like “next time I’ll try a different approach” or “Oops! I herped when I should have derped.” Winning is genuinely satisfying because the challenges involve more than measuring your sunk cost against an arbitrary number of hours.
When you fail at WoW, it’s because you picked a fight several gameplay hours too soon. When you win, it just means you get to move on to the collection quest.
There might be more cerebral challenge in the upper levels, but I was bored by the month-and-a-half I invested into it.
I do this all the time.
And in my (limited) experience with MMOs, it’s generally more productive, as well as fun, to treat it as primarily a social enterprise. I was unsurprised—though vaguely impressed—to find just how profitable the street performer business model can be.
Unless you’re already at the level cap, or doing level-matched PVP, or something.
At the level cap, or at level-matched PVP, the determining factor is usually the quality of the gear you’ve accumulated; so that e.g. you need to accumulate gear in normal dungeons before attempting heroic dungeons, in heroic dungeons before attempting low-difficulty raids, in low-difficulty raids before attempting high-difficulty raids, etc...