Ever since "The Patch" was introduced, games have become subject to sudden changes, which can be executed as simply as a web site can be updated.

     This can be good and bad.

     Good in that programming errors can be quickly corrected

     Bad in that patches are highly used to nerf a gaming system, and counter game success a player forges.

     This is why many games are abandoned by players.

     Games become inconsistent, changing without notice, most often without explanation, and not for the better. Most of these changes are made to slow game progress. In this, players then need to spend more time playing to achieve a high level and skill. Games have developed the strong feel of being against the player, not entertainment.


Do this little test:

After a game is released, take notes on how long spells last, what items are being evolved over to level based and bind on equip/pick up, and keep notes on each spell and ability you have.


Over time, you will always see a change in the duration, area of effect, etc., and not for the better. You will also see that, where you once could play solo, you can no longer do so.

     If you pay attention, you will realize what is happening.

     Here are a few examples of inappropriate patching (game evolving):



The duration of a spell is cut from 20 to 12 minutes without a warning message, or explanation as to why (EverQuest).




A character class suddenly can take on a multitude of other classes and beats them with ease, when it was impossible to do so before the patch. Then, just as suddenly as it was implemented, it is reversed, again without warning (World of Warcraft).




You can no longer solo 3 enemies, when you - barely - could before the patch (Guild Wars).




Certain, intriguing aspects of the game are suddenly gone, never to be seen again (i.e., CONTENT). Graphics are not content, nor is an added creature you have to kill (that is just a duplication of what is over saturating every game today). Again, as I've stated before, the combat systems are not bad; they are just over implemented (which is what unbalances a game) (Guild Wars).


5. Area of Effect (AoE) spells: This type of spell now sends foes scattering. This makes sense, except that most undead and all animated creatures should not think to scatter, regroup and attack. Now, your AoE spell is practically useless. But to counter that, you and your group have painstakingly learned how to corner foes, so they cannot run, thus tediously preserving the value of AoE spells. In the next patch, foes then pass through your group, like ghosts, thwarting all the time spent to make use of the AoE spells you have . . . which are now relatively useless (Guild Wars).




    . . . and so on . . .