MMOrpgs might have MMO in their genre but that doesnt stop people from treating the game as an online rpg with a friend or two, if anything over the years we see more people play the game with a very solo mindset.
And with the existence of solo que systems for completing group content it means you can treat the other players as npcs who are there to help you complete the dungeon and get the loot you are hoping for, they are there for your convenience, not because you want to meet new people or make friends, they are means to an end. That is why I am including solo que group content as part of the solo playstyle, I am not referring to people who never touch anykind of group content.
People have been memeing frequently over the lack of social interactions in group content with people never talking or at best throwing a "hi" and never speaking again, that is the majority of the solo que experience which often dominates in numbers.
So if we can clearly see more and more people enjoying mmorpgs with a solo mindset why are many players and even some devs unable to accept that evolution and instead try to force group content?
I keep reading many posts and even developer articles on mmorpgs about how they are going to bring back the social nature and how their game is all about the community and that oldstyle rpg feeling where you need each other to survive! etc etc, and all that makes me wonder why do they keep trying to force that outdated model when clearly you have a huge amount of players who dont care about the social part of mmorpgs and just enjoy the online gameplay and nature of them.
I can only imagine many of those had a lot of great experiences back at the early stages of mmorpgs and are now desperate to get them back, but this isnt 2004 anymore, the entire community is nothing like it was back then and that includes the mmorpg playerbase, this isnt just because servers arent a small village like community or solo que, more and more people enjoy gaming these days and the numbers are only increasing, meaning it was inevitable we would reach such a point where you are surrounded by strangers, often strangers who have their own goals and dont give a damn about your or your life.
Yet again and again you see developers trying to force people into group content, because they have decided that group content is the be all end all of mmorpgs even when the amounts of solo focused players keeps rising.
Why so focused on getting people to play your group content when you could just create solo/solo que content that more people would experience and enjoy than the minority of high end pvers/pvpers.
Devs often spend so much time in creating raids that a big part of the playerbase doesnt touch, why not create a solo play version of said raids in order to make the content accessible to all and also suddenly have a form of challenging solo content. If anything a raid that only has one player is far easier to tune and thus can be far harder than the group version, yet many would still treat the group version as "special" even though it would be the lower difficulty version.
Why have you decided that any form of solo content is meant to be a joke with 0 difficulty and the only difficult content in an mmorpg should be group content?
Specifically high end organized group content which is something only a minority touches and experiences since most players just want to login, que and have fun and get a reward for their time. Instead of dealing with organized schedules, people and certain obnoxious tryhard types, the social wall is the main reason they dont bother with your well designed high end group content so why not start designing content with those people in mind?
I ll speak for myself, I enjoy mmorpgs, specifically I enjoy many parts of them, I enjoy crafting and farming mats, I enjoy the occasional brainless grinding required for a goal, I enjoy unique cool events, I enjoy high dungeons and raids as well as casual pvp but at the core, I enjoy power progression and all those are a means to achieve that.
I care little about the social aspect, I like the online aspect because I get to kill actual people instead of dumb computer scripts or because my time is always rewarded with something I will have until the servers are shut down, I ve gone through countless guilds over the years and even though there were many times it was incredibly fun, they often die, disband, implode etc and you are back to square one of having to restart this annoying, tiring social process.
I often keep seeing this divide between casual and hardcore blowing up, the devs decide that all the cool power rewards will be behind high end group content since they decide group content is the only content allowed to be difficulte, and casual content rewards will be inferior even if it requires possibly weeks of grinding simply because they decided it should lack difficulty simply by the nature that it is solo. I am also getting the feeling some see casuals as people who just farm mounts and outfits and dont care about power progression at all which is so very wrong.
So the question is, why are some devs and people having such a hard time recognizing that the modern mmorpg players are not the same as years ago yet insist on focusing on social, community and group aspects while the numbers of people who care little about those increases?
Why is mmorpg design seem to be stuck in the past instead of embracing the future?
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While I am one of the posters here that want the more social design, I also enjoy soloing sometimes.
I like the challenge in a Sandbox setting, but I agree that it's very hard to find on a regular basis in the Levelling games due to the Power Gaps.
Except with Scaling, which I don't like either because it limits the challenge (among other things).
You say that you enjoy Power Progression, so I want to ask...
Do you think that you can only enjoy it in a Level Based Game with those huge Power Gaps? I know that even in UO, there was "power gaming." That's always been around. But it's definitely different when the huge Power Gap gains are all the way along your path to Max.
As far as socialness, I think it's good to think about *WHY* so many Gamers don't want to do it, and prefer soloing.
I think the answers to that offer insight into how to build a social game.
Edit to add:
People are, by our nature, social animals. Why that falls flat sometimes in RL is directly related to this MMO situation, but to a less often extent. In MMOs, it's full time for most gamers.
Once upon a time....
These Level Grind games are not made for social activities in the wider game world.
They are exclusionary, by their very nature, in general.
It never surprised me that they turned out the way they have.
Lost are the close nit communities of those old games, not because people don't want that, but because it was forged by the Power Gap design.
Once upon a time....
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-Discussion / Forcing solo content on team players, a habit of MMO Devs-
Ralphie the situation you are talking about does not exist. MMORPG's were once about grouping they no longer are. Let me apologise to you that MMORPG's still have MMO in the title. Time for some eye rolling I think.
You seem to understand that MMORPG's have gone down the solo route since WoW came out, well that was a continuing process which has washed out nearly all group content, one that has not yet finished. It looks like you spotted some team play in a MMO and then came on here to complain about it, hopefully you can understand why I think that's taking the proverbial.
You and your casuals won, yet you come on here to complain about the vestiges of group play, quite astonishing.
I do not think that word means what you think it means.
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get rid of "experience" and "healing" and have every enemy drop useful resources instead and it will literally work itself out if you went and put even a little thought into the enemy design.
everyone can solo, but not everyone can solo all the time and different characters can solo different things. You might need those resources though so you can either get help or purchase them from someone else.
IMO mmo designers prefer iteration to thoughtful design and that's why the genre is stagnant and dead.
That's like playing football and complaining about force tackling or joining a volleyball league and complaining you can't just play 1 v 1.
And yes I've mostly soloed in mmorpg's. In Lineage 2, my first mmorpg, I would solo most of the time. Sometimes it was difficult but I'd make due. when I had issues or could get a duo or larger group I would. If I couldn't then I'd just do content that I could tackle.
But I did my due diligence, learned that mmorpg's were grouping games and went in know what I was in for.
Does that mean mmorpg's shouldn't have solo content? No. But there's no forced anything. The game is the game. It has what it has and players either play the game or find another game.
There's no reason that every game needs to cater to EVERY person or playstyle.
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I think the reason why has as much to do with the games design as it has to do with player behavior. They aren's compelling or dynamic enough for players to consider investment in other players unless absolutely necessary.
for instance show me one mmo that has npc guilds players can join that have all the benefits of player guilds but much less drama and cliquieness of the player versions.
doesnt exist.
similarly they design the games with a role in mind which is meant to promote interdependence but only achieves dependence since most players dont like to play pure support classes like tanks and healers. Most players want to play a damage dealer.
its a bad design but its repeated over and over and over. Sometimes you have to change the design.
These games, at least when i started, were touted as virtual worlds.
However, for the most part, they really aren't. Especially as game developers tried to add more story related content like solo role playing games. Suddenly there is all this story which is best experienced solo.
At least with how they are usually set up.
So there is confusion. Are these games that have some multiplayer or are they multiplayer games?
Are they role playing games with a story that needs to be experienced solo? Are they really supposed to be worlds?
If they are worlds then some stuff is going to be solo and some stuff grouped and you get to experience all of it if you want or only some of it.
I think because mmorpg's have tried to cater to such a broad group of people that each group expects to have their needs met in the must fleshed out way possible.
Which really isn't possible.
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Neither exclusively soloing them nor exclusively grouping in them is "doing it wrong."
You do have a bunch of people who by virtue of sharing the same virtual space could group up and do things they couldn't do by themselves so you might as well create some of that content. But you also have people logging in at odd hours when their friends are not on so if you're smart, you also create something they can do by themselves. The trick is not to be too obviously biased with awesome rewards for one type of game play and token shit for the other type.
As to raid-level solo content, the OP obviously hasn't played ESO because they did just that back in 2015. When they added Orsinium, part of that DLC was the Maelstrom Arena which is a multi stage solo raid with normal and veteran difficulties. They added a second one, Vateshra Hollows back in 2020. Neither of those is easy even in normal difficulty. Even WOW saw that as a good thing which is why they added Torghast to Shadowlands.
As to forcing anything on anyone. That's a silly thing to say and what people usually mean by that is that there are some specific rewards in different types of content that they can't have because they don't like or do that type of content.
ESO has a huge world with only one zone reserved for PvP-only, Cyrodiil. People who don't PvP have been whining for years about being "forced out" of seeing Cyrodiil. Some PVPers also whine because some of the gear they crave can only be gotten from PvE dungeons.
What MMORPGs should have is lots of meaningful content that caters to a variety of different play styles. But even when they do that, there will always be whining about content you don't like and won't do. If you bite the bullet and do it because you really, really want the rewards from that content, why they "forced you to do it."
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Personally, I find games that focus on grouping as the only social element kinda narrow design. There are so many other social tecniques to use that does lock players in such a claustrophobic setup.. While still achieving to create social connections between players.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
I think the opposite is the problem. Games today want to be all things to all people, and end up doing all that, half-assed. You can literally see game proposals that claim to be all things to all people.
I'd rather a team be realistic about what it can do, and pick something to do well instead of a lot of shallow paths.
But there can be a place for those catch-all games as well... variety of choice is a good thing.
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Heck, only players in NPC corps are immune from being wardecced, a really big plus to my way of thinking.
I don't think it's reasonable to expect both options to be identical in terms of benefits, realize developers are trying to encourage people to socialize which IMO is the right thing to do from their perspective.
People who play together tend to stay together...or so the thinking goes.
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Once upon a time....
Maybe studios shouldn't try to do MMOs unless they're willing and able to do the whole thing? Just a thought.
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Or is it rather forcing group content on antisocial players ?
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Although their other modes of gaming surpassed many other games as well, because it is Blizzard and they had the money for it. But their crafting sucked compared to SWG, PvP was awful compared to DAoC, EQ and EQ2 both provide a more enjoyable leveling experience, and the game had zero economy and politics compared to EVE.
They tried to work on those features over the years but to not much success. Raiding is their driving force.