Not sure where it was mentioned, but this was something that stuck out to me, was the idea that MMO's have moved away from the idea of playing WITH other people to a system where you play ALONGSIDE other people, and I think that really touches on a great point, and what would be one of the defining cultural shifts in MMO's.
Personally, I have always hated the idea of forced grouping, it reeked of being gamey and unrealistic, and on top of that, it always ended up putting me in a situation where all too often I would end up having to deal with people I didn't care for just to get the loot that was locked behind this Forced Grouping content.
However, when I first played GW2, it showed me something grand, that players could alongside each other, that we could all be working towards an objective, and even work together and help each other get it, without needing to hitched at the hip in a group.
Now, playing alongside other players is by far the more fluid way to play a game, no need to have this formal group, to just get things done and help each other out, I think however, the main problem with MMO's is that they are not really tapping into how to make this shine better, which is why I think so many players get confused about what to do in an MMO, and cry about needing group content.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
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GW2's spontaneous grouping is quite nice. ESO has a bit of that in the over world, but not in such a varied manner as GW2 does.
It is common to run into others in delves and public dungeons in ESO, helping each other by circumstance or design. I enjoy that as it allows for bit of communal play without a commitment to go along with, and maintains the feel of a lively world.
They still need to kick it up several notches and make their resolution affect the game world and its population in longer lasting more permanent ways as well as getting rid of the timers. There is too much RNG in many MMO things but this is a feature that could use a whole lot more of it.
Currently in most MMOs that have these casual drop in events they are still very gamey with predictable schedules.
In ESO for example, for the longest time they became the preferred ways to grind XP and levels by figuring out the predictable timer in a zone and using rapid transit shrines to do them in a loop indefinitely for just as long as you wanted. It's easy to cheese them into a trivial metagame as currently implemented.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I have been kind of surprised that games have essentially gone backwards since Rift in this regard. Rift made me feel like the holy grail of a truely living dangerous world was within our grasp, so close I could almost taste it, and yet ten years on and there is still nothing even close.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Grouping is what makes a multiplayer game multiplayer, otherwise you just see "capes" flashing past you and have been led to believe that is multiplayer. Now this all started with MMOs wanting to attract solo gamers back in the early days of MMOs, that was the beginning of the decline of not just grouping but any sort of interaction in MMOs.
Instead of taking part in solo events where you can all contribute, why not take part in grouping events where you all contribute so much more? Yes it is more difficult, but did you take up gaming to go asleep at the keyboard? I thought not.
Imagine being down a bar on your own enjoying the "atmosphere" of being one of many drinking on their own. Then look over to me and my guildmates having a whale of a time on their own table, same goes for nearly any of those guild tables. It just does not compare.
I don't' think that is what it mean by play alongside others. I could log on warhammer and pvp, but I never really have to interact or talk to anyone. That is probably mean by playing alongside others.
I have nothing against "smaller grouping" I think Lotro had three man content. I saw that as maybe easing players into larger groups, though it should have been easier content if that is the design intention.
No matter what sort of system is used for grouping unless it is random it does require some work on our part. The advantage of guild and multi-guild raids etc is the players are known, a lot of concerns about raids occur from simply not knowing the other players, as a couple of you have mentioned.
Solo gameplay is the dominant playstyle in MMOs today but it has hardly saved the genre has it? Now I am not saying that loads more grouping would, but solo has most definitely been tried to death in modern MMOs and we are still where we are.
They talk about being acknowledged for having made the right heals or blocks/taunts and saved mana to manage the situation in a bad pull or when things go bad generally. When you are in a big gang of people no one is going to have time to check who healed them or who shielded you at the right time and the game loses some of the reasons people play it for. Again not everyone plays for those reasons however when you have assigned roles you can blame and praise people easily. The damage done is always the big factor to bringing an encounter to an end. Suddenly the roles you once had have no longer the prominence they once enjoyed. Who are you? What have you done and what difference does your presence or absence have? You're just a face in the crowd.
When I was playing Rift and Warhammer Public Quest I had the best time when there were only a few of us there to fight because then you could see how each person was making a difference to the encounter. I am afraid Guild Wars 2 never made me feel like I was actually making a difference. I might just as well not have been there. Not saying it was a bad thing but it just was not very satisfying. However when I played the Mesmer I think it was that could cast those things you can place and other players could overlap effects (sorry cannot recall the exact mechanic it has been ages since I last played) that felt like I was actually interacting in a more meaningful way.
When I was playing Fallen Earth I was in a great guild that used to organise events and we'd go raid some place as a guild group or go to beginner zones and explain how the game worked to newbies. The main reason I think was that game had so few people playing that every one took that extra step to include people and do things together. That game left an indelible print in my mind and I still recall the players I met there.
Others have talked about making the right advances (not that kind) to people to make them friends and to join guilds as the means to build the groups you will need. This takes effort and many players that are sought after by game developers are lazy and don't want to make that extra effort it would take to get a good grouping opportunity. They prefer to just auto join or queue up as a class then proceed to play like talking is a huge sacrifice.
You cannot really advocate for the exclusion of those types of players because I believe they form a bulk of players that play MMORPGs these days, if WoW is anything to go by. So developers design games that can cater to both types of players and after awhile even the loquacious players like me just shut the hell up. How do you solve this without losing a substantial portion of the player base you need to make a game viable.
I know people say PvP is where this type of thing ends because you need each other and communication is more likely to happen but players like me who do not enjoy that are left adrift in a sea of games where I play alongside others.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
In GW2 many of the world bosses need coordination as they are hard to beat and you cannot solo them. Then there are the newer areas where you have to have map coordination to actually accomplish something in the map. Same with WvW, where you CAN play with a group and coordinate.
People just love to hate w/o reason.
They make their game, it has features and the player can either buy the game to play those features or "not."
Otherwise the whole "forced" concept sort of pushes the notion that every game should have multiple ways to fit every play style. Just not realistic.
I think an mmorpg should have content that supports solo/small groups but it needs to either be a "solo small group game" or a "group game."
Also, while I like the idea of Guild Wars 2's group activities out in the open, it very much is a "everyone soloing side by side" game.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Scot makes a great point about the origins coming from D&D, a "group game" played in person. I got into MMORPGs seeking something akin to this experience. It has yet to materialize.
The problems are many fold.
1) "Face to face vs. Internet screens."
We act very differently between these 2 ways of communicating. Backstabbing your real life friend across the table is very different from backstabbing some anonymous name on a monitor.
2) "Who you know."
The first time playing D&D, you may know one other person. For me, one friend introduced me to the game, then one other joined us, and that person played with a bigger group (from 5 to 7 others) and I eventually joined that group. This doesn't happen easily in MMORPGs. You may meet a player out in the world and adventure together for a session or two. But, this takes an effort to say something to a total stranger. You don't know anything about them. You may want to say a joke and they could (especially today) take it totally wrong and even report you. I met my D&D friend through Debate/speech class and choir. Very small chance for this connection in MMORPGs.
3) "Forced Grouping"
I enjoyed grouping in EQ 1. But I also hated it. Depending on others is not good if you have goals and pathways in mind when you log on. But most of the time, a group stared clicking and levels flew by. One person would leave and another would usually hop in. I recall the groups I was in moving from spawn point to spawn point as we gained levels. I could "waste" many hours doing this, even whole weekends
4) "Solo Activities"
There should be solo activities, though. I "shouldn't" need another player to work on my crafting or fishing. Maybe if I was going someplace way above my current level I may need help, but not generally
I have no answers, as I am conflicted. I agree with Scot that MMOs should be all about grouping and playing with others, not solo affairs that are done better in single player games. But there needs to be activities available if a player has limited time or player specific goals in mind for their session. But it should be organic, not "forced." It should be set up in a way that players seek out and want to ask others for help or just hanging out together, kind of like the old multiplayer console games with everyone sitting on the same couch together.
What to do...
- 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
When it comes to PvP versus PvP, you can keep both types of player happy by keeping them in separate zones. Solo versus grouping is far harder, I am not sure they can live together, MMO history has shown that the solo cuckoo slowly pushes grouping out of the nest.
Of the games I play; Neverwinter Online, Star Wars Galaxies - Legends and Age of Conan have situations for open alongside grouping. For Neverwinter it's not only the spots where the Dragons show up every 15min or so, but also the various zones where it's all an open instance set up. You just show up there and can pile onto the MOB's with the others. For the dragons, everyone get's the credit, but for the zone's it's more fluid as I've gotten credit at times and haven't other times.
With Star Wars Galaxies - Legends you see it with the GCW city battles. While I'm sure the core group of fighters are coordinating, nothing stops others (like me) from just showing up and helping out by shooting stuff. With everyone's help going to the overall goal of the fight.
For Age of Conan it's open with the World Boss and the Raid Finder, although with Raid Finder someone generally steps up and helps direct people so it doesn't just end up in a string of wipes. With the World Boss, it's just a dog pile with everyone doing their own thing to help take it down.
While I've run dungeons and have done coordinated groupings, I enjoy the freedom of the alongside set up more.
SWG (pre-cu) - AoC (pre-f2p) - PotBS (pre-boarder) - DDO - LotRO (pre-f2p) - STO (pre-f2p) - GnH (beta tester) - SWTOR - Neverwinter
Logic, my dear, merely enables one to be wrong with great authority.
There were solo areas but the real xp could be obtained in a group.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo