Another thing is that, many such players generally complain about games being to easy, when in reality, they tend to be asking for games where "fun had to be earned". But they ignore whether thats actually a good game. City of heroes was actually harder then it looked, but it was also extremely approachable. It had a community which helped you learn how to play it better. Its mechanics were once you saw them in action, it was easy to learn there uses. It had things that could ruin you yes, but you had counters and you only had to look for them. And they were not to hard to find. It was up to the player to use those counters.
The kind of game the "we had to earn our fun in the old days!" crowd speaks of, are actually what modern developers consider bad games:
1: There is little to no telegraphing or failures to telegraph entirely, difficult attacks and deadly traps. This leads to "trial and error" gameplay which today is recognized as not really taking any skill.
2: Choices are uninformed to an extreme. Those aren't choices and there is no skill on the players behalf involved.
3: Rules are inconsistent. Be it from the AI cheating, to being given unfair perception, to enemies not even obeying the same rules as the player. Or even some pits having secret rooms rather than killing you with zero hint(such as super mario bros).
With one exception(jumping while stunned) CoX was surprisingly consistent with the rules the AI and players followed. The only difference was how much health/damage the AI and player did and had to do.
4: Iteration times are long. Many mmorpgs including CoX actually fail in this. When you need to spend over an hour preparing for fun, and then the mission/quest takes 1-2 hours and you have to do the entire thing over, thats not really hard, or entertaining.
These are the hallmarks of a punishing game. A game that, yes, it's hard, but it sucks.
A challenging game lets you:
1: Use a variety of strategies/tactics/solutions. CoX excelled at this.
2: NPCs and player follow the same rules and other general rules never change. CoX did this within reason.
3: Things are telegraphed. This was something CoX didn't always do so well, but at the very least you could still pro-actively prevent devastating attacks from ruining you.
4: Compared to other mmorpgs, lets face it, later task forces and most incarnate trials had relatively short iteration time. Compare that to DCUO's raids taking well over an hour or two when most CoX trials were 20-30 minutes.
These may make the game seem easier but in reality, they allow a game to be much harder with a higher chance/risk of failure. Because the player is more likely to be willing to try again. Many "This game is to easy" types, I hate saying this, but they really tend to equate bad game design as what makes a game hard. They get mad at people failing 5-6 times and then succeeding on the 7th, as they generally want to be exclusives in the ability to beat a game. They (possibly even unrealistically) want to have to spend 40-50 hours on a single piece of content to master it, even if it's boring to them, so they can have those bragging rights. When in reality, they are just wasting time, as that and memorization that really only matters in a punishing game. In other words, they are masochists.
Most human beings aren't masochists. Challenging games sell, punishing games don't except to that one market. Sadly most mmorpg players I guess are masochists if they thought CoX was to easy. No wonder mmorpg's are considered bad games to everyone else and no wonder CoX players also play other genres
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http://plus10damage.com/blog/2015/2/4/challenge-vs-punishment-the-difference-between-good-and-bad-difficultyhttps://www.youtube.com/watch?v=ea6UuRTjkKsBest two articles about difficulty of all time. Yes, World of Warcraft is considered easy. But could it ever afford to be hard with the style of long raids everyone here is familiar with? No.