People get different uses out of games.
Some don't really care about other players and are solely focused on their own progression. They want feelings of gratification and control from the game, dominating ruthlessly because they perhaps can't in the real world and want to. Some call these people 'elitists'.
On the other side, you get some players who appreciate the idea that all actions should be 'fun' or 'enjoyable' for the majority, not just themselves. You get the idea of a 'hand up, not a hand out' - helping other players to be better, not sacrifcing your gold or items to bad players, but helping the players go from bad to okay, okay to good and so on.
Lots of people claim "I'm not here to help some idiot who can't play, I'm here to have fun", but spend most of their time complaining about bad players or setting up barriers to people trying to progress to their level. I don't know about you, but complaining about bad players and exclusivising raids sounds quite the opposite of fun to me. I sometimes feel players that feel this way need to sit back and think to themselves if they really are enjoying this game, or if it's just blinding away time because it's cathartic from the lack of power in their everyday life.
Gamers can be either for themselves and have comfort in this solitary control, or they're for other people and they gain fulfillment when all are enjoying whatever it is the game offers.
Most are inbetween these two polarizations and of course there are many hybrids of these two stereotypes, but they're a general guide.
I'm clearly of the ilk of players that gains fun and enjoyment from everyone else around me enjoying the game, but I also appreciate solitary questing and doing soloing things - so there is perhaps a mix of both sides for me in that.
How does this relate to what I do/don't want to see in Titan? Well it shapes my perception of good concepts and bad concepts.
Don't want to see:
- Gear being a huge contributor to how 'good' a player is. Of course, I agree that it's essential in building progression, but I also think it is very limiting and that players should be able to be good because of other factors currently not really taken into account such as their movement skills, inventive ideas with physics or any other factors. Of course, the problem with this is that it's quite utopian, we've heard rumours that Titan will use Tab Targeting and involving other factors will be extremely hard for the dev team to balance. However, at the same time I think that allowing in physics and movement into the ability of a player to take down a mob would really open up endless realms of opportunity of innovation by both players and devs. One could argue that WoW already does this, such as in raids moving out of LoS or going in AoE buffs and staying away from debuffs but I think it's a very quantified, crude and limiting degree of movement.
- Dog eat dog communities. As Velocity said, WoW isn't actually built for friendly players that want to help others and they have to implement devices to quell the veracity of brutal, heartless communities - if I wanted a brutal and heartless community I'd go play CoD or something, not an MMO with rich stories and an array of community focused devices. Although I agree that the whole point of MMOs is that they're diverse and cater to a huge audience, so you're always going to have elitists and you're always going to have 'socialists'.
Do want to see:
- More freedom. In all areas of the game, from travelling to being able to climb buildings or break down doors, hide from other players in objects etc. Not only this, I'd love to see more freedom in skills and once again bring in the idea of physics and movement and how this might affect abilities. It would also be wonderful for players to be able to tune abilities directly in a way different to talent trees, e.g. If you wanted to be an illusionist mage, you could find objects in the world and tune your specific skills. I suppose something like Path of the Titans but less quanitifed and more plastic would be good. The problem with this approach is that it does make work harder for devs, it makes the whole game less controllable and predictable but I'd argue that perhaps this is a good thing?
I could think of more, but that'll do me for now.