Always been a proponent of making some sort of âopen world+â toggle.
Without going into too much technical detail, it would affect mob scaling, abilities and rewards.
The difficulty really would be getting the ratio between the difficulty scaling and reward correctly.
My angle though is influenced more on questing whilst having reached the endgame. Being able to steam roll through key quest mobs, important story beats, and quite literally afk mechanics because they do negligible amounts of damage, is simply boring and uninteresting gameplay.
That being said, it doesnât mean we couldnât have something like that on from level 1 upwards, for those like yourself who enjoy the journey more than the end game.
As to the increased reward or incentives⌠We got to understand the following first. This game, and a lot of modern games unfortunately, offer very little towards intrinsic play. What this means is very few people will think:
âI just want this game to be harder because I want more challenging playâ
Most people will think:
âWhy would I make the game harder if thereâs nothing to be gainedâ
Thereâs a reason why most people stop doing keys at +18, or +20 to get all actual rewards, and donât care about pushing for score.
Iâm speculating here, but I have the impression that this also affected the raiding scene. Since the new gearing system was introduced, you can get the mythic tint whilst doing heroic and simply upgrade the item. I suspect this change, although made every collectorsâ lives easier, it also deflated the general interest in mythic raiding. Obviously there are plenty other reasons, but Iâm digressing from OP.
There are harder games out there and people enjoy them of course. Wow unfortunately has trained many players to simply ignore that pillar of the game, and theyâre going to have to incetivise players first before they willingly choose to opt in for the challenge.