the only thing “youthful” about the argument “discord bad” is that it is poorly defended, so allow me to elaborate:
dissecting the phrase “this genre” already yields contradictory results that may illustrate something important happening here, because rotmg is a tone-deaf clash of 3 very different types of games. if we ask the question “is organized raiding a major facet of this game”, the following genres produce these answers:
- mmorpg: yes, of course
- roguelike: hell no
- bullet hell: absolutely not
that alone should illustrate that there’s room for people who don’t want this aspect depending on what they expect to get out of rotmg. if one only cares about the roguelike/bullet aspects and is generally antisocial because they’re not big on all this mmorpg stuff, then introducing content that’s entirely dependent on raiding discords is nothing short of a nightmarish gatekeeping imposition.
it’s also probably worth mentioning that the “cooperation” of the old days is not quite the same thing as the soul-crushing sheep simulator that is the current raiding discord setup. you don’t “cooperate” or “strategize” with anyone, you sit down, shut up, and listen to the raid leader like a good little drone or you get kicked for breaking the rules. this isn’t healthy. voice channels and heightened levels of necessary communication aren’t inherently a bad thing, but the ones rotmg is currently stuck with are really really bad for player engagement, because there isn’t any.
lastly, as an aside on game design because I know that’s a thing you’re into, it’s a shame you chose the cube god as an example of “good” game design because it and skull shrine are probably the worst designed bosses in the game (at least now that feargus has been fixed anyway), because they don’t really have any design. it’s just a wall of bullets.
“attacking and dodging” is the core loop of rotmg, it is the fundamental action one performs on a second-to-second basis upon which the entire rest of the game is built. so introducing something that blandly spits out walls of bullets between itself and its vast minion array that can’t be avoided doesn’t mesh with that very well, now does it?
arguably one could further argue that things like the skull shrine and cube god encouraged the development of the current meta built upon facetanking rather than engaging with the aforementioned primary loop. sure it was pets that ultimately made it possible, but something like the cube god’s unavoidable bullet storm at least put the concept into their heads.