than combat. This is not say guilds based on combat aren't not great. They just generally aren't not communal. They are more exclusive clubs.
Forced group combat leads to waiting to complete content. If you have vertical progression you will need NPC helpers to help with the low levels in mature games or group finder. Both kind of defeat the purpose of grouping. You are also dependent on the whims of a group leaders which can suck.
Interdependency with other players in trade and crafting usually works. Players interested in trading/crafting outside of servicing themselves use other players(ha ha). Usually these aren't forced group actions either just one on one with players. No need to form a group to sell.
SWG was a game like this with a good community. There wasn't forced grouped combat as far as I remember. Not say group combat is bad or should be removed. Just think games like Patheon are forgetting why EQ is one of the only games like that.
Comments
¯\_(ツ)_/¯
SWG was far from perfect but I believe it was the better path for the genre to take then WoW.
I realize that most players now use voice chat of some kind to communicate, and I've done that in the past, but it's not like chatting "in the game" for me.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Forced combat will always come down to activities unwillingly put on hold to play content. Most players do not want to wait for groups let alone pick up groups. Players will be willing to meet other players or visit stores or player towns to get service. It's on their own terms. Certainly it's less toxic and restrictive than forcred grouping
Original SWG - One of the best communities ever. Shout out to the Dance Man, Lowca server
City of Heroes (community was really the whole fun of the game)
Early WoW (especially in open world PvP)
Guild Wars 2
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
But it is often just "looking for 10 XXXX" type conversations and in BDO for example our crafting guy who was always in the top three for money used to get bored and talk on guild chat. He must have been doing tons of transactions but if he wanted to talk then it was guild chat. I think he had a few regular's who he did chew the cud with though.
So crafting as a community anchor yes, as a social activity anchor no. Teamwork creates more communication, I think both are a very good idea. I am not a fan of forced grouping, but we have reached the stage where it needs to be tried.
I think people generally accept combat in mmorpgs (if not mmos, than definitely rpgs)) means roles - or function. Tanks and healers aren't the best dps roles, etc.
Crafting has taken the opposite route. Crafting has opened up instead of becoming specialized. In fact, there are whole genres that revolve around crafting exclusively as the main and prominent feature (like survival games or what people call sandbox pvp games).
In a game where anyone can craft anything and everything, and become not just a master of all trades, but a master of all gathering professions, the use of the word "interdependent" is extremely false. In ESO you may be dependent on crafting "guilds" for customers, but not the ability to craft.
I see people bemoan mmos not forcing people to group together for combat enough - but everyone seems to love completely open crafting focused games where you rely on no one else to craft everything.
Focusing on crafting and even sandbox elements with shops and player housing is a more casual way to have players interact.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Building for a niche is all fine, but I fear such narrow focus on forced grouping is a dead end. I mean I don't want to give the times and players have changed speech because that is only somewhat true, but in my opinion to capture the oldschool feel in a modern game (which is what so many mmorpg players hope for), you need to work on the playing field of 2018.
With 1000+ days /played in eq since 1999 I think it is safe for me to say I have some feel for what the community were like and extensive knowledge of the game. The problem is there is a hardcore and very loud group of people who think social interaction and community is all about fighting monsters in a group (the project1999 crowd), but though they are loud it is a tiny group and not really a representation of the opinions of eq players through its history.
The thing is with most players that we are moderately social and can only handle being in a tight construct (like grouping) for some percentage of your playing time - This was also the case in eq, and it is true for games today. It is not only about modern players having shorter play sessions (though that plays a part too), but also that a group can be a limiting construct and players want some "free time" to not be dependent and depended upon by other people.. and this is why other non-grouping (but still social) activities are so important to have.
There is no doubt soloing is the great culprit in modern mmos (if you can call them that anymore), but going completely in the other direction is just as bad; we need both for a full mmorpg experience .. for a full oldschool experience. Yes some of the greatest memories in mmorpgs were with other people and mostly in groups, and grouping is extremely important - Or taking a higher perspective on that .. co-op and roles are the important part, not really the group part. And playing that role can be represented in many other(more) ways that killing monsters in a group.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
Now there's an activity I rarely get to do as my only real friend is a woman 14 years my junior who my wife has only grudgedly accepted for the past 19 years when I've gone out drinking.
Go figure.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
You could also have community building projects. Like you want to adventure to dimension X... you have the community craft the portal. Maybe a huge bridge is need to pass a gorge. Community builds the bridge project. m 24