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If your game is fun after 100 hours, it is not a good game

Fun Radio est une station de radio privée française appartenant à la Société d Exploitation Radio Chic et un réseau de radiodiffusion, constitué de la station de radio nationale et de onze antennes locales, produisant chacune leur programme propre lors des décrochages. Le format de cette radio est musical, orienté électro dance majoritairement. Créée en 1985, Fun Radio explose au début des années 1990 avec les matinales d’Arthur et l émission Lovin Fun animée par Doc et Difool. Dans les années 2000, rattachée au groupe RTL, la radio peaufine son positionnement musical ciblant une audience jeune tout en proposant des émissions emblématiques (Planet Arthur, Eric et Ramzy Show, Morning de Cauet, Manu à la radio !). Depuis le 1er octobre 2017, Fun Radio, filiale du groupe luxembourgeois RTL Group, fait partie du pôle de radios françaises du Groupe M6.

After 100 hours, it is really fun, you often read that. But then playing exactly one thing: just not good - finds at least mymo-demon Corthyn and has no desire for bad games.

No matter how much you love a game - sometime, the air is just out and be it for a while. Straight players from MMORPGs long for something new and ask friends and acquaintances: Can you recommend a good game?

Very often then comes an answer like: Sure, look into this game. But that needs for 50 hours until it is really good.

You like to give different information, depending on the game. Between 20 and 200 hours you should play certain games first before the really fun .

Now the simple, actually obvious and yet so bitter truth: If you have to play your game only 50 hours before it s really good, then it s a bad game for 50 hours.

A time investment beyond good and evil

I can quite understand that some now raise eyebrows and think: 50 hours are nothing. I certainly have 5,000 hours in my MMORPG, that s not a long time.

And you are right. 50 hours are not a long time when you played 5,000 and enjoy the vast part of this time. Then the 50 hours hardly fall into weight.

Depending on your free time, 50 hours can represent a very long period of time. Those who left about 2 hours for gambling every night, you need about a month to accumulate this 50 hours.

Now please introduce you, you would have to put a month long, every night, your limited free time in an activity that will not be fun for you. Only in order to hope that the game then - as promised - is really much better and finally fun.

Really introduces you. You work all day, then comes home, want something pleasant to do and your prospect is to play a game that does not give a little fun - for 25 days.

This is not a pleasant idea. For someone with a lot of free time, this is already quite a investment, but for people with significantly less time to gamble a sheer insurmountable obstacle.

The danger that a game is not even considered, is simply extremely high. Because nobody wants to waste his free time with something that is no pleasure.

How does the problem come from?

Straight Mmorpgs Krälneln at this problem that a game is good only after x hours . While older MMORPGs may still score directly in Release and convince immediately, these games are often bad. What was a solid intro before 5 or 10 years ago, is now terribly outdated. But even more problems contribute to:

Parasitic Systems: Even if parasitic systems are slightly negative for games in the long term, they can at least temporarily increase the game fun. In most cases, this is only relevant in the endgame - during the level phase you can see from them relatively little.

Dead Content: Based on this, the way to the endgame of many developers is also painfully neglected. After all, the faithful, active players through this content are already through - and they starve after replenishment and fixing the most pressing problems in the endgame. Clear that developers focus on their resources to keep active players and give them more . The way to the end Game is quite fast dead content , which does not get real revision anymore.

Game On ( Official Video) Harpreet Kalewal | Ashu Sidhu | Latest Punjabi Songs 2021 In the end, you should ask yourself the question for everyone affected: Why is the game good after x hours? What happens after this magical number of hours that suddenly suddenly a much better game is? And - if that really is that - could the game not just put this fun all right?

Especially the entry is important. Whether in a series, a movie, a book or a video game. The beginning must have a carrier. You have to have fun, looking forward and want to know how it goes on. Later you forgive calmer passages or route style monotonous gameplay. But first the game has to convince.

There are games in which I can do that quite in a certain way. Straight competitive games with big PVP aspect, like Dead by Daylight, Overwatch or Mobas like Smite simply need some time. You have to know enough to know enough to be able to persuade other players. Here is a familiation of a few hours to learn the basics acceptable.

Here, the difference is mainly due to the fact that these games give me from the beginning all tools to the hand to have fun. It is simply the lead to know the other teammates, which one has to catch up primarily. Therefore, it should not be primarily about such games here.

Can you free yourself?

I m not free of this problem and this approach. Also, I believe that World of Warcraft is a really good game after the level phase. That it goes on stage 60 first really start , RAIDS and endgame dungeon belongs to the best, what s in this genre. That s exactly how I think that one can really enjoy Dead by Daylight only after about 100 hours if you have all the killers and perks at least seen and understood.

But that does not change that I consider, very sober, that is really awful.

It is perfectly clear to me that the prospect of having to grasp more than two dozen killers is terribly deterrent. If you do not permanently have an experienced team of players or an experienced team of players in the discord who already explained in the current match, which is actually in the fight against this killer thing, then one goes mercilessly. The information flood annoys animal and distracts from the actual game.

Through 200 pages instructions (or guides) to want to want to worry, just to finally have fun, just does not look so tempting.

A problem here is also the self-perception of the players. Anyone who has been hanging in a game for many months or years, who knows many systems, knows how they are connected with each other and finds that probably not so wild anymore. It is difficult to reciprocate to the role of an ignorant noob , which first has to learn everything and does not even know how great the game will be later.

That also scares me off to finally give Final Fantasy XIV a chance. Of several friends I am told that the game after the main story of the basic game and the first extension is really good , which is actually only called: until then it is not great.

How to fix the problem?

Basically, this is difficult, because the clear answer is probably: development time. But the costs money and time. Time that could be stuck in new content to keep the current players in a mood.

Some games offer different options to skip the boring or annoying part - such as character boosts. However, this brings completely different problems, such as the feeling of being lost in the game world, such as history, or then spontaneously overloaded with skills and systems.

Some games try to fix this later. World of Warcraft had, for example, with Shadowlands introduced a new starting area and brought with the chromium time in feature, where player can choose their Level content. That s a good step, but in my opinion not enough.

In the special case of World of Warcraft, that does not deceive that many classes for dozens of hours are incomplete and fighting are trivial in any way. Because the lack of characteristics of the character are compensated for low levels that enemies simply have so little life points that they fall over with one or two attacks anyway.

This then leads to a very different problem, namely that games like Wow suddenly are much too complex for newcomers. The requirements and the learning curve are easily distributed.

The gameplay is boring and challenging over long distances before it is then overloaded with a finger snap from now on with systems and will be difficult to see.

I think developers have something new to get into their games - especially in the case of MMORPGs - something new. It should not be in the foreground, which is the simplest mechanics and the simplest gameplay, but what is the most fun.

At least the first hours just have to be designed more appealing. If a game is still not fun for more than 30 minutes, one loses many players - probably forever. And that only because the entry into a game obviously has such a low priority.

Or how do you see that? Do you want to fight you through dozens of hours bad game to get to the good part?

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