YYA wrote: ↑Sat Sep 04, 2021 2:35 pm
*Claps hands together.* Easy mode areas.
As much as there seems to be a bitter hatred of MMORPGs on this server, I think the area design on popular modern MMOs is good to take a look at for this. A lot of overworld content is pretty accessible in said MMOs because that isn't the content meant to be challenging or competitive-- it's the content meant for exploration and working through the story, for
all players to engage with. There isn't really much of a "grind" because the leveling process
is about going through the story, and those story quests will tend to get you to level cap without having to run any circles to catch up. You can also often scale to enable playing with your friends/veteran players, but that's a bit beyond the scope of things here.
The challenging content becomes various tiers of dungeons, raids, trials, world bosses, PvP matches, and so on. So putting in "easy mode" areas is definitely a successful way of letting unoptimized, less skilled, disabled, and so on players access a game. I don't think "easy mode" impacts story quality any, either, considering most RPGs have difficulty levels you can set, and easy modes are usually labeled the "I'm just here to enjoy the story" mode. Since you can't easily let people manually set their difficulties in a multiplayer game like this, different zones of differing difficulties is the next best thing.
While some people say there's no problem and everything's already easy, the fact that so many players do voice a struggle suggests there might be something worth looking into. Sometimes it boils down to class: I absolutely hated my completely optimized rogue leveling experience, it was miserable, some days I lost more xp than I gained in a session due to deaths, I died all the time compared to my similarly-leveled peers in DMed events, and it was a struggle to find people around my level to adventure with because at the time most everyone I met was level 30. Meanwhile, my 21 druid/9 assassin unoptimized sneaky dispellable tiger absolutely breezed through everything, very survivable, with room for RP-flavor feats. Some people might just not be good at number crunching, or playing games in general. Some people might be disabled and struggle with fine motor movements or adapting to new mechanics on the fly. All those kinds of people can still be excellent writers with whom you can share fantastic stories.
Hell, even learning the UI and mechanics of NWN2 is a struggle for new players, I've seen that first hand because I've invited friends to try the game and did my best to help them learn. It's not intuitive for those unfamiliar with the style, and if someone's struggling with the UI alone, chances are they'll be struggling even harder in content. Also, this crowd seems to skew towards older adults, and while today's youth are all hackers, according to my mother whenever I turn the modem on and off to fix a problem, people who didn't suckle their nourishment from a USB as babes are a coin flip for whether or not they'll adjust well to a new medium, even if they might have plenty of old tabletop RPG and lore knowledge.
Accessibility is important in any design. A ramp might be easier to walk up than stairs, and stairs might be better for physical fitness, and people might boast of their stair-stepping skill and how easy they are to use, but some people just legitimately
need the ramp, whether it's because of a permanent problem, a temporary problem, or the fact that they chose to play a rogue.
tl;dr: I think introducing a few more less punishing areas is a good idea.