I'm sure you know the theory of how MMORPG grouping is supposed to go. A group of five or six or so adventurers has a tank, a healer, and some damage dealers. Maybe they have a buffer or crowd control or some other role; I'm not here to argue what roles there ought to be. But different people play different roles in the group. They set out into a dungeon and work together to clear it, then share the loot. They have to communicate to figure out how they ought to use the tools that they have, and enjoy the camaraderie of working together. And then they move on to their next adventure.
That's not how MMORPGs work today. For the most part, it's not really how they ever have. And the primary reason is that it's too hard to assemble a group. There were never very many people willing to put in the work to assemble a group. And even among those willing to do so, very few wanted half of their time online "playing" a game to be spent looking for a group. Yet needing to spend a lot of time searching for a group is what so many games delivered. No wonder they weren't more popular.
Some games tried to handle this by giving you a group finder. Pick the content you want to do, get in the queue, and after a while, the game hands you a group. Elsword is the only game I've ever seen where this works well.
There are plenty of reasons why automated group finders can work badly. One is that there just aren't enough people looking to group for the content you want. If one person joins the queue every ten minutes, then expect to wait quite a while for a full group. Some games artificially restrict this a lot more than necessary by disallowing cross-server queueing or things like that.
Even with plenty of people wanting to group for your chosen content, it can still take a while. One of the problems is the dedicated roles. It's common for there to be one role that is scarce, and everyone of other roles has to wait quite a while. If grouping requires 20% healers, but only 10% of the people trying to do group content are healers, then only half of the people can have a group at a time and the rest have to wait. Spending half of your grouping time waiting in a queue is perhaps better than spending half of your time spamming chats and whispers in hopes of assembling a group, but it's still far from great.
Elsword had to make some real sacrifices to get a group finder to work--and plenty of other games have made some of the same sacrifices, with more limited success. For starters, there aren't fixed roles, but any set of four players can be a group. Additionally, nearly all content is group content, so you pretty much have to group to do anything. Meanwhile, there is only a fixed number of dungeons in the game, and everyone ends up running the same dungeon repeatedly before moving on to the next. The game is extremely on rails, to force you to do all of the dungeons rather than just farming a few that give the best rewards. Dungeons are very short, so after a five-minute run, you might never see those players again. That's not what a lot of MMORPG players hoped for in group content.
Repeating a handful of dungeons causes problems of its own. It's not just that it gets repetitive. If everyone has seen the dungeon multiple times before, then everyone knows what to do and just rushes through it. As has become common with group finders in a lot of other games, the group forms, it runs the dungeon, and it breaks up, and no one says a single word that entire time. There are single-player games that are more social than that. If the group finder were to mix in a lot of bots, how would you ever know? Other than that the bots wouldn't find as many creative ways to be idiots as real people do.
Given a choice between:
1) spend a large fraction of your game time searching for a group,
2) spend your time grouping in PUGs with zero communication and lots of frustration at idiots in your group, or
3) just don't group at all,
a large fraction of MMORPG players choose (3). Developers saw that and stopped putting much emphasis on group content that people weren't going to do, anyway.
Ideally, the way that you'd get groups is that you go group with your friends. Rather than constantly grouping with random strangers that you'll never see again, you group with the same people repeatedly. That works if you have a fixed party of real-life friends who will play the game exactly when you do. That's not how most people play games, though.
Other than that, game design largely works to thwart any efforts at making a long-term group. One person plays the game more than another, and so ends up much higher level. Try to group for high-level content and the lower level player is dead weight. Group for low-level content and the high level player makes everything trivial. Level-scaling here is only a partial fix.
Another problem is that people just want to do different content. Unless you prioritize grouping with particular people over doing the content that you want to do, you're rarely going to group with the same people repeatedly. And if you do prioritize grouping with particular people, you're not going to progress very well in the game because you're doing the wrong content.
That's largely fixable by getting rid of vertical progression. Make it so that there are twenty dungeons that you have to do, but they can be done in any order, and you're not nearly so limited on not being able to group with someone who needs a different dungeon from you. Guild Wars 1 is the best model here. But the problem with getting rid of vertical progression is that you've gotten rid of vertical progression, and then people don't feel like they're getting stronger. That's not what a lot of people have in mind for an MMORPG, or any other sort of RPG.
Another problem is people running the same dungeon repeatedly. Everyone knows what to do, and then there's no communication, other than perhaps to yell at the one person who is there for the first time and does things all wrong as a result. Going through the motions of clearing something yet again that you've already cleared many times before just doesn't feel like such a great adventure. But I think the only real fix for that is randomly generated content, which is hard to do well.
I'd say that group content in MMORPGs is nearly dead unless a game makes group content into the main focus of the game--and designs the entire game around making group content work. Make it so that there is little to no solo content, but only group content. Make the group content randomly generated, so that there is no notion of people needing different content. Make it so that a group that fills all essential roles have everything scaled appropriately and go, without differing levels or gear being a barrier, so that people can group with their friends without being punished by game mechanics for doing so. Make the content varied enough that people have to communicate to discuss strategies, or how to fix what just went wrong that caused a wipe.
A game that tried that could well flop horribly. But if done well, it could make for a really great game. And at this point, it's likely the only way that we'll ever see another MMORPG with a lot of people doing a lot of good group content and actually communicating with each other rather than just doing speed runs.
Comments
You said
"Given a choice between:
1) spend a large fraction of your game time searching for a group,
2) spend your time grouping in PUGs with zero communication and lots of frustration at idiots in your group, or
3) just don't group at all,"
These are seriously not the only choices man. If you are impatient, anti-social, or just miserable to be around perhaps your gaming experience will reflect that. Join a community, a guild, play with friends. If you're not grouping in MMORPG's anymore that is 100% you, not the games.
Not only because players in pugs are generally lower skilled but simply because you have a large group of guildies who are active and are there to group with. No need to deal with many of the issues you present.
Well you're sinking or swimming your game too genuises.
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They could not figure out to make gamers not be assholes.
Why would you want to group with people you don't know than people you do? "Theimperfection made it fun" seems like there are multiple issues there. Firstly it seems like a straw man argument. I dont believe that you would really rather group with random people you dont know than your friends from your guild.
Secondly, there is an issue with the challenge lvl of the content you are playing if you think playing with people who are bad make it more fun.
Games as they are done today simply demand too much -- you shouldn't be denied being able to answer the door, the phone, or the cries of your kid. Addressing any of the above could easily wipe your group under the way things are done now.
The typical player isn't a person with no responsibilities and tons of time.
I liked Guildwars 1 a lot and I enjoyed the groups in it. The game had a very strong purpose to group and it was a fun endeavour.
I have been playing games since 1999 when I started with Everquest where playing a wizard that was DPS I literally waited hours and hours to find a group. It was absolutely horrible but I had no idea then that things could have been any other way. Over the years I have grown smarter and in the process also less patient about groups. I now make sure I play healers and I never worry about getting a group. In a way though I also miss how it was in the old days but at the cost of the time I wasted waiting for groups as a wizard I find it hard to justify it.
Yeah people have changed and this is the main reasons why grouping has become so different from how it was in Everquest. Our threshold for tolerance has undergone a diminishing scale and although we might want to do things our resolve is crumbling.
Thus I never experience end game stuff, where real grouping, leading and serious guild is needed - I just cant stand when somebody is expecting me to follow their orders, fulfill expectations and be there right in time. When I hit this wall I leave the game, I like to play my way!
There are better ways to up your post count...like mocking others.
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"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
Besides, considering your response, you seem to be sort of an unpleasant person to be around, surprised to hear you don't have grouping difficulties.
"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
And there is XP grouping, where what is important is steady and continuous pulls to grind down for the XP.
And there is loot grouping, where you try to kill named mobs for their shinies.
They don't all have the same considerations.
And it's tough for Developers to target all three.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
if you have to force them it's just not appealing enough.
i play mmo's and hardly interact with other people at all.. i just like to have them around doing whatever it is they're doing. best group things that i've experienced have always been random stuff. not some mandatory task.
I had fun once, it was terrible.
people are looking for group centric games. Games where the content allows for groups to properly work, not steamroll over everything.
Games where you can group and actually do so for longer than one quick quest (looking at you Lord of the Rings Online)
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