This experience
This experience was in sharp contrast to group hunting against regular monsters. In those situations, it wasn't the weak players that were targeted, but rather those that dished out the most damage. I can understand the logic behind both, but there is such a disparity that it points to a flaw. In the PvP situation, the weak player is targeted because they are an easy kill and kills earn points. It turns the Ettenmoors into a sort of Darwinian culling of the herd. On the other hand, in PvE, critters are programmed to attack what hurts them most. This devolves to a strategy of killing the strongest players first and then turning on the weaker. A competent fellowship, therefore, quickly learns who draws the damage and focuses their healing efforts on that individual.
So what do these three examples show? For all of the damage variances and chances to hit, the game is fundamentally mathematical. You don't have to dig very far to see through to the underlying equations and exploit them to your advantage. Once that advantage is determined, the game devolves to a repetitive execution of actions, whether it be the key stroke sequence in the first example, the complete inability to have any impact on anything in the second, or the foregone conclusion of what you must kill or protect in the third. The art is gone because the need for judgment disappears. Instead, Clausewitz argues that "...where judgment begins, there Art begins." (Book II, Chapter III, page 202).
To finish the loop, let's take these scenarios to the next level. First, the repetitive combat actions like I experience against the Darkshore Threshers. The fundamental flaw here is that every thresher of equal level is an identical clone. By comparison, my night elf rogue isn't the same as another night elf rogue of the same level. Differences include weapon and armor choice, not to mention my talent track. Monsters should be varied too, with randomizing along a bell-curve. A pair of L14 Darkshore Threshers could differ in their ability to hit, damage inflicted per strike, hit points, armor level, speed, magic resistance, and amount of damage they'll take before they are likely to run away. Once I can't count on a particular pattern to bring me success every time, I am required to pay more attention and adjust to the shifting circumstances.
The solution to the second example whereby a L41 guardian can't strike a L50 goblin is even easier. First, however, we should look briefly at why designers create this impossibility. The purpose is to prevent players from hunting to far above their level so they can't mass level like they could in old games like AC. While this is a reasonable expectation, the degree of the limitation is absurd. In an encounter with a monster far above my level, I wouldn't expect to hit it very often or damage it much when I do manage to strike, but the chance to hit and damage should never be a solid zero.
Moving to the final example, it is obvious that the targeting choice of PvPers, of course, cannot and should not be changed. In a PvE fight, however, it should not be a forgone conclusion that the enemy will attack the greatest threat first. This should vary by monster type and probably even from monster to monster in the same type. Some enemies will always attack the greatest threat while some always the weaker, and some should latch onto one target and never shift unless acted on in a specific matter (such as a threat generating or reducing maneuver). The point here is to make every combat a little different and less predictable. In some fights it's the strong man that takes the most damage while in others it's the weakest, or the healer, or it's a general melee that keeps everyone's health meter at risk. The moment combat becomes predictable is the moment the art is gone.
These scenarios hardly touch the tip of the iceberg on the potential ways to break the auto-pilot drudgery in the repetitive aspects of MMOs. You've probably thought up a few other examples as you read this. Indeed there are some examples that don't even involve the combat side of gaming. I'll leave you this time with a final quote from Clausewitz. "War is no activity of the will, which exerts itself upon inanimate matter like the mechanical Arts; or upon a living but still passive and unyielding subject, like the human mind and the human feelings in the ideal Arts, but against a living and reacting force."
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