> because the wilderness is behind 3 confirmation screens
Some of the earliest social/life lessons I learned were through interactions in that gameToday's youth will never re-live the experience of having someone tell you to "follow them to hidden area" and then one-hitting you with a rune weapon the second you crossed into wildy + taking all your shit.
I remember grinding away to a set of black armor, going right to the wilderness and getting immediately crushed and losing it immediately lol.
The modern game - either one - has more safeguards to make sure you don't enter a dangerous area by mistake. There isn't "three confirmation screens" but there is a ditch you have to click to jump over, and when you do you get the one screen that basically says "hey you know players can attack you past this ditch right? [Acknowledge] [Cancel] [Acknowledge and don't ask again]"
(Technically it's not even correct because the first few tiles past the ditch are also still in the safe zone)
There's plenty of enticing stuff in the Wilderness to make you want to go there and accept the danger, you don't really need to be tricking 11 year olds to have them face danger. Though I suppose you're arguing it's better to teach the 11yo that they can be tricked like this, in a video game instead of real life. I agree with that. At the same time it's a pretty unfair game if it has no indication you're walking into a PVP area other than scenery objects nobody pays attention to, and I think they current system is adequate.
Yeah, that's the argument. I'm kind of getting at something deeper though, like when you say this:
> At the same time it's a pretty unfair game if it has no indication you're walking into a PVP area other than scenery objects nobody pays attention to
Unfair by a comparison to contemporary game design practices maybe, but my point is that it was more fun before (and paying attention to scenery is a valuable lesson to learn as well).
Anyway the point isn't that I think Scamming is Good, Actually. The point is that Modern Game Design is Boring, and bringing back some of the discovered elements of gameplay rather than having everything explained in a dialog box or bright yellow safety paint would serve the industry well.
Ah, yes. The "Pac-Man reimagined as a modern AAA game" problem: https://youtu.be/tVY_oJlv_Eo
I don't think Runescape goes overboard with warnings. A lot of places have a "hey this place is dangerous, are you sure you want to go in?" dialog but they usually don't even explain exactly what the danger is, they don't stop you from going in unprepared if you click yes, and there were some changes to reduce how much stuff you lose if you die but dying in the game is still overall a huge PITA, especially in PVP where your killer gets to keep most of your stuff. The most impactful softening I can think of is that you can pay a large fine to the Grim Reaper to get your stuff back if you die to monsters and don't get back to claim your gravestone in time.