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General Discussion / Re: Why GoIO is not for every one
« on: June 19, 2014, 04:05:29 pm »
Generally people seek 2 things in multiplayer games. Competitiveness and interaction. Those desires realise themselves in 2 branches of gaming activity - PvP and PvE. Successfull PvP player and PvE player - are completely different gamers, with different desires, online hours and different demands to the game. First ones attached to their own stats and achievements, like win counts, kill/death ratio, etc . Second ones prefer being a part of group with clear role. That is why in classic MMOs we see lot of PvP activities for solo/small groups, and so much PvE realised as raids. Organised PvP raids are rare. PvE solo gamers are very inactive and generally not involved into game's community, as they play MMOs similarily to single.
Current skrimish mode of GoI is a bit uncomfortable for both types of player. Stereotypical PvP gamer has to give up his interests for team, he is unable just leave the losing group, because he can't win alone. Stereotypical PvE gamer misses redemption from game - idea of fighting for the fight, without loot and rewards, is pretty weird for him.
Of course, stereotypes are not living people, and people, who are balanced with both sides stayed in GoIO after mess of novice matches, ignoring difficulties of language barriers and social interactions.
Personally, I predict that adventure mode release would attract significantly more people, as it will be more standart gaming activity - PvE for group of players. Tons of multiplayer games wih different mechanics succeeded on this model, they have high sales rate in steam.
Also, it is great that skirmish mode was released before adventure mode. If adventure mode would be released first, skirmish mode wouldn't have got it's recognition and had no chance to develop into some kind of e-sport we have now.
Current skrimish mode of GoI is a bit uncomfortable for both types of player. Stereotypical PvP gamer has to give up his interests for team, he is unable just leave the losing group, because he can't win alone. Stereotypical PvE gamer misses redemption from game - idea of fighting for the fight, without loot and rewards, is pretty weird for him.
Of course, stereotypes are not living people, and people, who are balanced with both sides stayed in GoIO after mess of novice matches, ignoring difficulties of language barriers and social interactions.
Personally, I predict that adventure mode release would attract significantly more people, as it will be more standart gaming activity - PvE for group of players. Tons of multiplayer games wih different mechanics succeeded on this model, they have high sales rate in steam.
Also, it is great that skirmish mode was released before adventure mode. If adventure mode would be released first, skirmish mode wouldn't have got it's recognition and had no chance to develop into some kind of e-sport we have now.