Yes, fun is subjective. Time is not.
When the game went to time played being the metric for quality of the customer’s enjoyment, the game took a quick and steady nosedive in actual quality.
Why is it important for me to spend time in a game? Shouldn’t the reward be not only the fun playing, but the fun questing, seeing the world, seeing the game come alive before me on my screen, rather than,
“Hey, you need to play!”
“Why, the game is a chore, it’s just time sinks that don’t hide that very fact now.”
That I think is the most important thought of all, when it comes to modern WoW. WoW is not hiding the fact that it’s just a time sink well enough.
Make the game fun, make the game a reward to enjoy, and the time of people logged in and playing will come naturally, thanks to the game being actually, you know, fun, again? That’s the problem: yes, fun is subjective. Time is not.
When my time is better spent doing something else, as opposed to noticing that I’m playing a time sink, that’s when WoW becomes the opposite of fun.
How many have stated that they are stuck in a second job playing WoW? Enough to me to warrant a realistic revisit to this game’s current design premise.
So, there’s two ways to really design a game:
1 - Make the game fun, time played will be its own reward
2 - Make the game a time sink, and don’t hide that it is one. Time played will fall off rather quickly, because when the distraction isn’t actually said distraction…
Why care about time invested, when by focusing on fun out, the time in will just get there?
The mind boggles at the current development team. Two times the employees and half the content with WoD, Legion being a hamfisted, “Oh $#!@” moment.
Battle for Azeroth is a story forced, hey, let’s send the two factions at each other, that’ll distract them long enough for us to make the game great again!
Time sink should not be a clear and very obvious time sink.