Journal Journal: Tedium in MMOGs
After reaching level 60 in WoW and finishing up some trailing quests I was all ready to experience the joy of high level content. I was a tad disappointed. There are mainly 5 dungeons you can experience in either a raid or 5 man party mode.
Obviously the raids are faster due to having more people but still take a good 2-4 hour chunk from organization to hearthing out of the instance. Having only a 5 man party ups the difficulty and time requirement substancially. Thus both of these options are pretty much out for me except on weekends.
If it were that simple I'd have nothing to complain about. However in their infinite wisdom (yes I'm being sarcastic) Blizzard decided to force you to repeat these dungeons over and over for the chance that a) your class specific set piece would drop and b) you would actually win the roll or have the DKP to claim the piece. One druid in our guild who has his complete set said he did over 120 runs on the dungeons in total.
It's not really a surprise that they put in Diablo 2 loot mechanics (boss runs) into WoW, however a D2 boss run takes about 10 minutes and can normally be a solo endeavor. These hour long random boss runs for the mere chance of improving your equipment or financial status is pure folly.
I'm knowledgable enough to realize that in order to make money an MMORPG must build tedium, not adventure into their games. The proverbial "carrot on a stick" is not in the content but in the time required to land a particular item. I don't remember being bored in most single player games I've played, yet every MMORPG I've played ends up requiring more and more time while becoming less and less of a game.
I'm tired of working 8-12 hours a day then coming home to work on and sludge through what is supposed to be an entertaining medium.