Kinda. It kinda brings a stigma with it. "Subscription" kinda has the connotation that you have to do it or you'll have a second-rate game experience. "VIP Program" implies that you're just getting a little extra for your loyalty.
VIP experience, is "I'm better so I deserve extra."
Subscription is " I'm paying money to play this F2P game."
They both sound like "I'm easily fooled by wordplay" to me.
This, my friend, is the magic of advertising. Most people are easily fooled by wordplay.
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
VIP experience, is "I'm better so I deserve extra."
Subscription is " I'm paying money to play this F2P game."
They both sound like "I'm easily fooled by wordplay" to me.
Considering how many people defend Rested XP as a bonus instead of the penalty it actually is, yea, people get caught up in the wordplay fad.
You gonna have to esplain that o3o
Back in the beginning, before WoW was a thing, in their beta system, Blizzard was reading all these reports on MMO addiction and I think at the time several reports were coming out in the Asian market of people dying because of MMOs and thus Blizzard came up with this idea of an experience penalty system that would degrade people's XP by up to 50% the longer they played. People hated this so they rebelled.
Blizzard retooled this, and they reduced how much XP monsters would award instead by 50% and introduced the "Rested XP" system that "doubled" your XP gains based on how much rested XP you had. In short, all they did was change the name, made you start with the penalty and turned your normal 100% XP into a reward, and people fell in love with the system despite it was the exact same system. Most games that had this rested XP system were following that formula in fact, with a few exceptions. CoH just slapped it on and called it patrol XP without actually adjusting the amount of XP and considering how shallow the XP curve was in CoH, it was a pointless addition.
Of course, these days in WoW with boosted XP in the low levels and so forth, it's not as noticeable anymore, as Blizzard wants people to play their endgame content. But the system is still there once you reach the desired leveling branch.
Ironically, in many places, if you try to mention the fact that the Rested XP system is a penalty, they will vehemently defend it and of course call you the usual number of names and such as a result.
VIP experience, is "I'm better so I deserve extra."
Subscription is " I'm paying money to play this F2P game."
They both sound like "I'm easily fooled by wordplay" to me.
Considering how many people defend Rested XP as a bonus instead of the penalty it actually is, yea, people get caught up in the wordplay fad.
You gonna have to esplain that o3o
Back in the beginning, before WoW was a thing, in their beta system, Blizzard was reading all these reports on MMO addiction and I think at the time several reports were coming out in the Asian market of people dying because of MMOs and thus Blizzard came up with this idea of an experience penalty system that would degrade people's XP by up to 50% the longer they played. People hated this so they rebelled.
Blizzard retooled this, and they reduced how much XP monsters would award instead by 50% and introduced the "Rested XP" system that "doubled" your XP gains based on how much rested XP you had. In short, all they did was change the name, made you start with the penalty and turned your normal 100% XP into a reward, and people fell in love with the system despite it was the exact same system. Most games that had this rested XP system were following that formula in fact, with a few exceptions. CoH just slapped it on and called it patrol XP without actually adjusting the amount of XP and considering how shallow the XP curve was in CoH, it was a pointless addition.
Of course, these days in WoW with boosted XP in the low levels and so forth, it's not as noticeable anymore, as Blizzard wants people to play their endgame content. But the system is still there once you reach the desired leveling branch.
Ironically, in many places, if you try to mention the fact that the Rested XP system is a penalty, they will vehemently defend it and of course call you the usual number of names and such as a result.
Do you have a source for this? I'm actually very interested.
Do you have a source for this? I'm actually very interested.
It was actually the subject of one of the Extra Credit video articles from three years ago, was discussing the "energy" systems that a lot of "free" games use these days.
The video only discusses a couple of the aspects of content gulfs and so forth (which contrary to popular opinion Wow had A LOT of content gulfs in their game at launch) but another driving force, at the time, was that several prominent articles about people who gamed themselves to death in the Asian market were of hot topic then. Particularly the Korean market. And in each of the cases, it was determined MMOs were to blame.
To me the default XP always feels like the normal rate... so really, the bonus xp is bonus xp. I play for a few hours, and maybe like the first 10 minutes involves the bonus xp... or at least that's how it worked out in Tera. I never really looked at the bonus XP as a reason to come back and play again, the game itself did that for me.
Also... did people really game themselves to death leveling up? Cause that seems more like a thing they would do farming for stuff at max level .-.
To me the default XP always feels like the normal rate... so really, the bonus xp is bonus xp. I play for a few hours, and maybe like the first 10 minutes involves the bonus xp... or at least that's how it worked out in Tera. I never really looked at the bonus XP as a reason to come back and play again, the game itself did that for me.
Also... did people really game themselves to death leveling up? Cause that seems more like a thing they would do farming for stuff at max level .-.
Why do you think Asia has gaming and internet laws restricting how much time they can play online? They've become more lax, I believe, but yea.
And honestly, concerning "bonus" XP its kind of a conditioning. You don't think that you are actually penalized with how much XP you are gaining, so you think it's normal. That being said, most modern games XP curves are so lax that it is really a moot point. Other than a few games, most MMO games you can probably hit the max level within a week to ten days of steady playing (not necessarily hardcore gaming). A stark contrast to the early days of MMOs and even WoW when hitting max level in a months time of steady gaming was considered impressive.
Yeah, that's why the rested xp thing seems pointless to me. People are going to play however long they're gonna play... if I have four hours before I gotta head to work, then I'm gonna paly for four hours. I'm not gonna play for thirty minutes and say "Oh, I better wait until tommorow so I get more rested xp, that's the most efficient way to hit max level!" ...mainly because it's not. In fact, the most efficient way is to ignore rested xp. The whole thing just doesn't make sense to me... partially because the video puts such heavy emphasis on "leveling up". In the five years I played WoW there were two kinds of players I observed: (1) Players who wanted to get to max level as fast as possible to begin raiding and would ignore rested XP because waiting for it would just slow them down, (2) Players who were in no hurry to get to max level, and who would ignore rested XP because they were in no great hurry. Given that anyone who gamed themselves was a member of group 1, I don't think rested XP would ever slow them down. Ultimately, even if in the most technical sense rested XP is the "normal" rate, and after that you enter a "penalized" rate... to the person playing the game, the non-bonus XP state feels like the normal state; generally in video games what the game feels like is more important than what the numbers say. That's why we had Retribution Paladins having loads of fun long before The Burning Crusade. I remember lots of people trying to show them all sorts of numbers that proved they weren't having fun... but they just kept on having fun!
Good examples of what the video talks about, that I have seen in action and that have worked to get me to play a game on a regular basis, are daily quests. WoW, CO, Tera, and even GunZ 2 got me to log on daily so I could get my daily quests done. Of course, daily quests are designed to get me to play more because the goal is to get me online in the hopes that after my dailies are done something else catches my attention. Again, this probably was never used to stop anyone from gaming themselves to death.
The only things I've seen that would stop someone from doing that have pretty much lost their ability to do that due to monetization. Ah, you can only run dungeons so many times per day! ...well, unless you buy these dungeon reset scrolls~
Rested XP was introduced to make the field even for both people who were playing for extended periods of time and people who were log-in only casually.
In theory, that's it. I'm sure it looked great on paper.
In practice the penalty never was large enough to not be possible to defeat with more grind, so dedicated players were facing only an annoying obstacle and nothing more.
But causal players were punished with not being able to earn max exp from their causal few-hours long weekend play sessions.
Rested XP was introduced to make the field even for both people who were playing for extended periods of time and people who were log-in only casually.
In theory, that's it. I'm sure it looked great on paper.
In practice the penalty never was large enough to not be possible to defeat with more grind, so dedicated players were facing only an annoying obstacle and nothing more.
But causal players were punished with not being able to earn max exp from their causal few-hours long weekend play sessions.
GG Blizzard! Great idea!
Blizzard wasn't concerned about casual players when they designed the system.
I'm sure they weren't. But that's their PR mumbo-jumbo printed in manual for EU vanila release.
Either way it doesn't work against anyone who's grinding quests on a regular basis, but works flawlessly against anyone who can't play day after day after day.
I'm sure they weren't. But that's their PR mumbo-jumbo printed in manual for EU vanila release.
Either way it doesn't work against anyone who's grinding quests on a regular basis, but works flawlessly against anyone who can't play day after day after day.
"Bonus!!!" =D
Sure, but casual players aren't hardcore enough about their gameplay that they would consider this or even care, so it works out. The only ones who would care are the hardcores, and they're barely phased by it.
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Maybe s'just me.
Subscription is " I'm paying money to play this F2P game."
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They both sound like "I'm easily fooled by wordplay" to me.
- David Brin, "Those Eyes"
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That my friend, is a state-of-the-art observation.
Considering how many people defend Rested XP as a bonus instead of the penalty it actually is, yea, people get caught up in the wordplay fad.
Silverspar on PRIMUS
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You gonna have to esplain that o3o
Back in the beginning, before WoW was a thing, in their beta system, Blizzard was reading all these reports on MMO addiction and I think at the time several reports were coming out in the Asian market of people dying because of MMOs and thus Blizzard came up with this idea of an experience penalty system that would degrade people's XP by up to 50% the longer they played. People hated this so they rebelled.
Blizzard retooled this, and they reduced how much XP monsters would award instead by 50% and introduced the "Rested XP" system that "doubled" your XP gains based on how much rested XP you had. In short, all they did was change the name, made you start with the penalty and turned your normal 100% XP into a reward, and people fell in love with the system despite it was the exact same system. Most games that had this rested XP system were following that formula in fact, with a few exceptions. CoH just slapped it on and called it patrol XP without actually adjusting the amount of XP and considering how shallow the XP curve was in CoH, it was a pointless addition.
Of course, these days in WoW with boosted XP in the low levels and so forth, it's not as noticeable anymore, as Blizzard wants people to play their endgame content. But the system is still there once you reach the desired leveling branch.
Ironically, in many places, if you try to mention the fact that the Rested XP system is a penalty, they will vehemently defend it and of course call you the usual number of names and such as a result.
Silverspar on PRIMUS
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Do you have a source for this? I'm actually very interested.
It was actually the subject of one of the Extra Credit video articles from three years ago, was discussing the "energy" systems that a lot of "free" games use these days.
https://www.youtube.com/watch?v=hQtFo_E_Ea0
The video only discusses a couple of the aspects of content gulfs and so forth (which contrary to popular opinion Wow had A LOT of content gulfs in their game at launch) but another driving force, at the time, was that several prominent articles about people who gamed themselves to death in the Asian market were of hot topic then. Particularly the Korean market. And in each of the cases, it was determined MMOs were to blame.
Silverspar on PRIMUS
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To me the default XP always feels like the normal rate... so really, the bonus xp is bonus xp. I play for a few hours, and maybe like the first 10 minutes involves the bonus xp... or at least that's how it worked out in Tera. I never really looked at the bonus XP as a reason to come back and play again, the game itself did that for me.
Also... did people really game themselves to death leveling up? Cause that seems more like a thing they would do farming for stuff at max level .-.
My super cool CC build and how to use it.
And honestly, concerning "bonus" XP its kind of a conditioning. You don't think that you are actually penalized with how much XP you are gaining, so you think it's normal. That being said, most modern games XP curves are so lax that it is really a moot point. Other than a few games, most MMO games you can probably hit the max level within a week to ten days of steady playing (not necessarily hardcore gaming). A stark contrast to the early days of MMOs and even WoW when hitting max level in a months time of steady gaming was considered impressive.
Silverspar on PRIMUS
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Good examples of what the video talks about, that I have seen in action and that have worked to get me to play a game on a regular basis, are daily quests. WoW, CO, Tera, and even GunZ 2 got me to log on daily so I could get my daily quests done. Of course, daily quests are designed to get me to play more because the goal is to get me online in the hopes that after my dailies are done something else catches my attention. Again, this probably was never used to stop anyone from gaming themselves to death.
The only things I've seen that would stop someone from doing that have pretty much lost their ability to do that due to monetization. Ah, you can only run dungeons so many times per day! ...well, unless you buy these dungeon reset scrolls~
My super cool CC build and how to use it.
In theory, that's it. I'm sure it looked great on paper.
In practice the penalty never was large enough to not be possible to defeat with more grind, so dedicated players were facing only an annoying obstacle and nothing more.
But causal players were punished with not being able to earn max exp from their causal few-hours long weekend play sessions.
GG Blizzard! Great idea!
My super cool CC build and how to use it.
Silverspar on PRIMUS
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Either way it doesn't work against anyone who's grinding quests on a regular basis, but works flawlessly against anyone who can't play day after day after day.
"Bonus!!!" =D
At best, the whole thing is irrelevant.
My super cool CC build and how to use it.