To start this off, I was reading some articles and this one really caught my attention.
http://www.mmorpg.com/showFeature.cfm/feature/8021/page/1
The TL;DR of this is that more and more MMOs are focusing less on the “Group” and more on the “Me.”
Back in the Everquest days, there were entire zones that you could not get through alone. These situations forced players to rally together in parties just to explore the world.
While the needs of a solo-player are important and should not be shunned, what Ms. Gonzales states in her article is that too much independence can be bad for the community.
After all, the entire reason we play an MMO is to play with other people and not just ourselves. We have Skyrim for that.
I feel as if this article directly applies to Guildwars 2 the most. At its heart, Guildwars 2 has all of its systems completely built on independence. You don’t need anyone else to heal you, you can heal yourself. You have your own personal story. You don’t need to group up and interact with people to take part in large zerg events.
The only times that you are REALLY forced to group are dungeons, SPVP team matches, and guild missions.
As we have seen in the dungeon forums, dungeon running groups have been dominated by speed run groups that stack their groups with classes that offer the best individual performance (as in, what class can perform the most roles at once independent of another player).
There is no reason to play with other people. I don’t need someone to heal me, I can dodge attacks on my own. I can deal my own damage. I can do my own personal story and never interact with another player to finish it. I can craft all my gear across all the professions on my own without help from someone else. When I run dungeons I don’t expect people to heal me or do anything for me but carry THEIR OWN weight.
So this mentality has led to a very selfish community bent on personal performance, individual achievements, how much one can get out of solo play.
I can see that Anet has been trying to release content that forces players to work together. Tequatl, the uninstanced toxic tower, greatly increased pvp rewards for team queue…
But the problem is, Guildwars 2’s core mechanics are completely based on player independence.
I look back now at roles, at dedicated healers, at players that contributed something that no one else could, at the times that I had to go to a jeweler in WoW to upgrade my gear and exchange I would make him armor.
Those little nuances that force people together, that help people make friends, that build communities are just not there.
So how do you fix it? How do you promote people to do what they should be doing in an MMO: playing together and not just thinking about themselves and their own individual performance?
Sometimes I look back at some of those roles, those forced dependencies, those times you couldn’t do something without bringing that one guy that has a particular skill set. And you know, maybe those systems are not bad. Maybe being forced to play with other people in a massive multiplayer online game is a good thing!
Maybe ANET gave us too much, made us capable of too much as players, and as a result they have destroyed the founding cinderblocks that allow tightly knit communities to foster. Because I can do anything I need to without YOUR help. So why should I party? Why should I do anything that involves another person when I can do it faster myself?
I mean look at all the solo lupicus players that are glorified. Where are the videos of the TEAMs that did well? Where are the moments where we pointed out that, wow that one guy performed his one job really well to support the group?
More importantly how to we fix it and help people play together and break away from this selfish mentality?
(edited by lordhelmos.7623)