You said better then ...
... includes everything, so i can bring out whoever i want.
really? where? (also it's "than", yeah I'm a douchebag)
The Brittney Spears argument is actually quite ironic. Brittney Spears (the group), is technically exceptional, and most music critics don't argue against that. As far as the PoP/MJ/Madonna genre goes, that group is one of the most technically skilled out there. Here's where its ironic. Most people rail on Britney, not because of the actual quality of the music, but because they see her as a symbol of something they don't like. More often than not it is a different social group that they want to appear to be in rebellion against (generally just to get more status/comfort in their own social group).
-------
My argument was about MMO's in general, you guys started talking about WoW all the time...
Fair enough, but WoW is the archetype for most major MMOs so its kind of transitive.
and it's always been boring...
Since we aren't just talking about WoW here, let me bring up the biggest crackhead skinner box game ever made, which is not surprisingly the inspiration for WoW. Diablo. That game is designed around nothing other than clicking as much as you can until you get a reward. And I dunno, that's not boring to me.
However when that design is applied to a persistent game world like WoW, that does become boring and problematic to me. To be honest I can't figure out why though. Where's the line where Skinner systems stop working for certain people, and why? Now I'm just brainstorming. Maybe its because an MMO is meant to be a community game, and Skinner systems don't synergize as well with a community game as well as other games, like Diablo which (while multiplayer) is more individualistic. Or it could be that the amount of times you have to press the button in WoW is too large for the dwindling returns on getting the same rewards over and over agian, whereas in Diablo you fly through levels.
hm. Maybe the problem is that the reward structure in WoW is designed more for a game like Diablo, and too many of the fundamentals of the system are different for the reward structure to maintain sway over lots of people. Round peg square hole. It still works, because meth cooked in an outhouse will still get someone hooked, even if the stuff you get from Phizer is much higher quality.
What are the basic rewards you get in WoW and/or Diablo?
Expanded Skills/Levels
New content (at the expense of old content)
More access to community (WoW only)
Items (duh)
Mounts! (WoW only)
Can yall think of others? I'm trying to analytically break down the reward structure in WoW to see why some people like myself and @lien react to it so much differently than others.
In terms of the major gameplay differences between WoW and Diablo you have
Time invested per reward is higher in WoW
Community is far more persistant/pervaisve/important in WoW
Variety of rewards is much higher in WoW
World is much larger in WoW
More content in WoW, but you only ever see it once (as opposed to nightmare/hell diffs in Diablo)
Each combat takes longer, and soloing is more difficult in WoW
Once at Level Cap, previous rewards are invalidated when expansion hits/level cap is raised in WoW (personal least favorite)
WoW has structured PvP whereas Diablo (generally) doesn't.
---------
I'm thinking the issue is that the reward structure in WoW looses its ability to "Skinnerize" some players fairly quickly as the time invested increases while the reward quantity/quality decreases, the only exception is access to the community, which only really becomes possible at End Game levels, so is a MASSIVE investment of time for that final reward.
hrm.