My view on making a game easier isn't set in stone. I'm not a great psychologist or philosopher of humans. Just a joe with a big opinion. :D
There's two avenues with making games "easier" that I see, right away(I'm sure there's more).
*1.Streamlining good game design
*2.Lowering difficulty of gameplay
1. I look at streamlining as something that isn't exclusive to a certain type of player, but(for the most part) all-encompassing for every player.
Newer MMOs aren't just getting "easier" as they are also changing in gameplay and design. I.E. the debate over fast-travel options. Newer MMOs aren't really about a living world to live in, as much as they are levels, like a Mega-Man game nowadays, so I see it as pragmatic that developers are adding fast-travel to quickly get in and out of dungeons, because the real gameplay is becoming quite narrowly focused on dungeons in graphical MMOs. That's good game design in my book, not making the game "easier"
2. As gameplay "is" part of game-desing, it can be hard to always separate, but an example would be handing out more/better armor that allows a player to kill a boss faster or with less worry of dying. This can be tricky, because I think depending on puzzle-based, strategy or skill elements, the gameplay can still be quite fun, thus lowering what initially would look like my idea of making a game easier and placing it more into my first category.
Nothing's ever written in stone.
Take two different ancillary features that might fall into both categories and maybe even both but with more weight in one category than the other: Say, bag space, auto-loot and crafting.
In RIFT, a big graphical MMO, you can not only auto-loot but auto-loot multiple bodies that are near each other. I don't see this as making the game easier, because I see RIFT's game-design as being in-line with a lot of today's newer MMOs(less world-living, more videogame, level-bashing). So in this example, I feel auto-loot is a good design element that adds to the overall gameplay in RIFT. Would that work in Vanguard? Probably not, or not nearly as well, because Vanguard is more about living in a world and that could detract from the specific gameplay experience(s) that Vanguard provides.
I would not have auto-loot in my game of anykind because I want it to be heavy RP and auto-loot goes against that. It doesn't mix, in my book. It's like oil and vinegar. I want to live the character and that means when I perform actions like picking objects up, searching bodies manually or picking my nose, that enhances gameplay. It increases enjoyment of the game for me.
Let's look at an aspect of MUDs: Speedwalks. I like them. To me it's good game design. The way I was inducted into a MUD and because of the basic ways they work, You, 1, get a bit of help from having to do memory recall of all the direction to get from one place to another, and, 2, it doesn't make detract from gameplay at all. It's optional. If I have a quest and can quickly get to the main area the quest is located, I'll speedwalk. If there's an idea that I would be missing something, it's my choice, and I'm the one losing out by not taking the leisurely stroll.
By the way. I'm a slow-travel kind of guy. If I designed a graphical-MMO, I'd make the world much like Vanguard without any fast-travel of any kind, because living in that world, realistically improves my enjoyment of it.
In a MUD, I don't think that same game-design translates. One could say that, but another could easily say, "Pretend you're running or riding a mount" and I could easily buy that.
My ideas on game-desing have many flaws and even though I nitpick them, I tend to be in the same camp as those that think MMOs are getting easier. I do agree with that, I just think we need to be more discerning of exactly how they are becoming easier. |