In that regard MMORPGs have been heavily over-rewarding “hard” content, especially raids - just to get enough warm bodies into that type of content, even if the players in question actually didn’t really like it. Not to mention that the reward for doing content on harder difficulties in a lot of other genres is merely the satisfaction of beating the challenge at hand. Trading difficulty for time investment has been one of the cornerstones of RPGs since their inception.
The thing is that with the titanforge Blizzard allowed to the players to progress their character by doing the type of (PVE) content they enjoy doing (World & Random Group PVE, Small Group PVE (M+), Large Group PVE) instead of forcing everyone into raids to progress their character.īut with this removed we are going back to the raid or die philosophy.