RIFT this year -- and I truly did -- one of my biggest critiques happened to be something beloved by many. This was the fact that the early game was so skewed toward giving you everything all at once: access to mounts and all of your class souls (and several builds). As nice as it was for the moment, I soon realized that it robbed me of that strong desire I usually have to want to level and reach significant milestones in my journey, as marked by finally getting said mount or finally gaining access to new classes.
The devs said that these changes were a result of player feedback, of which I have no doubt -- if you're going to ask players if they want everything as soon as they start a game, they're going to say "yes" whether it's a good idea or not. In practice, it felt like the game was coddling our new characters so much that we weren't put in much danger or had to struggle hard to gain these shiny toys.
What say you? In your MMO of choice, does the game coddle newbies so much that it picks them up every time they stub their toes, is it a perfect balance of challenge and ease, or is it even too difficult? Is coddling a good thing to retain new players or is it bad for the game over the long haul?
Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!