Mylinkay Asdara said:
I realize that's not typical, but that's my best answer / suggestion to your feelings: find a different priority than the gear collection the game offers you - there's plenty of other stuff in those games to do and if you find like minded folks to go off the beaten path with you can enjoy years of gameplay without feeling like you're trapped by the "getting gear to get better gear to get better gear" syndrome.
I second this.
The problem I see with MMORPGs, however, is that the interface hogs your attention and impression on game mechanics.
I could believe MMORPGs are more than their combat systems, or skinner box reward progressions; I've had similar experiences of building guilds, and hanging out, leveling with, crafting with, sacrificing experience for them as well. MMORPGs I find can be one of the best ways for gamers to click with each other....when everything works.
But what I find I have to get past in order to even start to experience this is often what we consider the game itself. Look at a typical MMORPG's chatbox and crafting systems, for two of the biggest examples. Crafting systems usually end up being some sort of inventory alchemy (complete with menu drag and drop mechanics; wheeeeee!). While crafting systems can change from game to game,
they largely haven't changed in how they're experienced (at least, to my experience) . And chatboxes? You know, the primary (not necessarily best, as evidenced by the rise of ventrilo/mumble/teamspeak) method of communication? I haven't seen that change significantly since I've started MMORPG's over a decade ago.
The big 'setpiece', if you will, always tends to be the combat. Which is fine and fun, but you get the more negative impressions that are in this thread now; the dominant 'grind until endgame' mentality. MMORPGs like Guild Wars 2 have tried to change up the formula, but MMORPGs need both fun activities outside of combat (
including its typical interface) and engaging communication methods.
Anything better than another damn chatbox. ><