Vaulken wrote:The original game has pacing (a game design principal) that was slowly diluted until completely removed.
What is pacing?
When ever you do something interesting you get a nice kick of stimulation out of it, it feels real good, you want more, and getting more often makes you need a higher kick to feel the same intensity of sensation as the first. It keeps climbing till you're numb.
Pacing is downtime, preventing activities that could cause this stimulation creep. It comes in the form of:
- Back tracking
- Slow regeneration
- Larger monster health pools
- Corpse running (another form of backtracking)
- Spontaneous world pvp
- Mob tagging
- High respawn rate rape zones (Dun Garok - honestly fuck this place <3)
- Low respawn rate quest monsters
- Low drop rates
Among many, many more things. It is the main drive in forming community by creating bottle necks of progression causing groups of levelers to coalesce in areas to simply have the chance to interact. But its main use is gives a higher value ratio of time spent in game. You remember things better because the higher investment required gives it meaning.
This is basic systems design. This is why mobile games tend to have long cooldowns on high stimulus game interactions. It gives you a large kick and then takes it away for a fixed amount of time, the alternative is to give you down time activities with low stimulus.
Vanilla used this principal very well. It's not present on retail.
Really good post.
