[Snipped from elsewhere]
I think it's partly a case of habbits being formed, and then permitted to take the leading role behind how newer stuff is developed (thus inforcing, and suplorting the habbits), and partly because they get to do something they've been acclimatised to seeing as fun, while also getting a game-reward at the same time - reward for doing it = do more of it.
I find doing active things fun, so I get my positive feedback from that, hence why I do it, most likely (though it's not always fun, if you end up never getting to do it for yourself, it's good to do it to encourage others to try it, and find it fun).
I think part of the problem stemmed from the average age of people playing, passing into exam/study/Uni/work brackets, so people did afk things while they were busy, and got rewarded for it (levels. Though the irl stuff may factor as a reward, too). Thus they formed a habbit for it, and tried doing other stuff, like watching vids, while afk.. which in turn adds to reward, and habbits.
JAGEX noticed this trend, and instead of combating it, embraced it, and made it more and more rewarding (to me, it seems meaninglessly, but that's just me, and I know I'm odd), so more and more do it. It becomes less and less fun to play actively, if there are fewer active players to play with - especially if it's activities where people afking can prevent fun use of content, or use at all.
A lot of content targeted as Active-play, has a built-in self-toxic system, which rewards afk over playing use of the content, this means people afk it, thus preventing fun and llay for those who try.. the triers give up, and either never return (and spread word not to go, if you want to play), or turn to afking as well. This means it's even harder to play or have fun, so more leave/afk, and newcommers don't ever get the opportunity to like the content. More and more who turn up, do so with the intent to afk, further imbalancing it.
31-Jan-2016 18:19:25
- Last edited on
31-Jan-2016 18:20:42
by
Yusou Bhoroi