But I think my ultimate oipinion is most players say EQ is "hard" because of the temporal losses suffered after dying. Whether it's the experience or the lost time due to your bind point being far away from where you died or it's your corpse stuck deep inside a dungeon or you didn't /loc before you died.
We all know that feeling when we die: "DAMN!" That's why we think it's hard. We feel that familiar pain and then the "Why didn't I do XYZ? I'm stupid!! F*** it!" Takes a while to cool down. Sometimes go afk. The ones who stay long term are the ones who WANT this feeling. They want the THREAT.
We're the oens who respond wel to being slapped on the wrist by the teacher. Without the slap, we just lose interest. I don't think we're masochists. I think we're lazier than normal and need the slap. Maybe I"m being too optimistic? Going back to the analogy I made earlier to people who climb cliffs without equipment, maybe the THREAT makes things feel more immersive to us? Meh, I still think it wakes us up.
I think we're the same kind of players who want negative consequences in games too. We want to be slapped when we fail. Again, it's the whole threat thing. We want bad choices to increase the threat. It's not all about learning with us, otherwise these games we play would have too much downtime/dying.
|