FRAGTAST1C, on 28 December 2018 - 01:05 AM, said:
See, no one is comparing real-life skills to what you'd need for a video game. It's asinine to do that. It's even, as far as I'm concerned, equivalent to clutching at straws to make your point, and poorly at that.
That sentence of yours that I left untouched, is what most of the argument is about. It really IS about being more than a lock-on specialist or a Brawler. Just lobbing missiles once your reticle turns red isn't being MORE than just lobbing missiles once your reticle turns red.
If one weapon system outshines another, then everyone will want to go with that and that creates a boring game which everyone will opt out of eventually. I'm not in a position to counter every argument but I thought I should point out some flaws here.
Instead of reducing twist rate or whatever and nerfing weapon systems, PGI could've tried something different where MWO could compete against other f2p games while still being unique. As of right now, the main thing it's got going for it is the giant stompy mechs where, unfortunately, some turn like a train and a good chunk of the weapon systems feel lacklustre 'cause it.
You are correct and I'm tired of games that have so much potential and lack the market execution; or, necessary game play logical changes; or, the collaboration with and for the customers to insure their voice is in the product... This IP is such a small niche market gem that an entire masters level entrepreneurial class took two weeks discussed MWO as a great illustration of how "difficult" small niche markets are and how easy it is to rely on "status quo" when running them !!!
MWO was in the "deep end of the pool" at day one with an IP rating so high, it was heady..... The contrast is startling. And yet, it takes innovation to make extreme small niche market single player games, great games. Look at Fallout 76 as a comparison game that did the same thing MWO did years earlier...
Game cultures have to be studied and then included into the initial discussion well before the first line of code is written; otherwise, Toffler's wave theories (cultural adaptive friction to technologies changes) start to pop up and internally self destruct the entire premise....
I read MWO's reviews several years ago and I love the MW SP games... I knew, from day one, PGI couldn't make this work as they expected and here we are, full circle, several years later, one status quo change after another, right back where MWO started in 2012........the single player game,,,, Now some would say that Solaris is a Single Player mode,,,,,,,but, it isn't; because many of those players exist in large FP teams and they seriously don't want to be on their own..... MW5 removes the large teams and is, for the most part, a true SPG and needs to be to be profitable..... MMOG's games need the opposite approach to remain viable.........they need to be very deadly, challenging and require
Operational level team building concepts to remain viable (expanded cultural, not individual, meritocracies) ! FP has those outlines and PGI just didn't have the resolve, the skill or the money to do anything about them.... MMOG rely on the virtual economies they create to be profitable......not the status quo linear sales paradigms which are Tactically based (the latest gimmick, the latest OP mech, etc...) JMO