(edited by NovaBlast Shockwave.5164)
Defining MMO....
According to arenanet gw2 is a mmo if you like mmo’s but if you hate mmo’s you’ll love it even more. According to a quote they said before it came out or something.
Exactly, imo MMO = might meet others rather then mandatory multiplayer organizing.
Is this really a point of contention? Of course you can play the game solo, nothing’s stopping you until you try and try to take on something meant for multiple people. Arenanet’s philosophy for GW2 dictates that the game should encourage interaction; fitting encounters around that idea is perfectly sound. I don’t see what you’re trying to prove here.
Is this really a point of contention? Of course you can play the game solo, nothing’s stopping you until you try and try to take on something meant for multiple people. Arenanet’s philosophy for GW2 dictates that the game should encourage interaction; fitting encounters around that idea is perfectly sound. I don’t see what you’re trying to prove here.
Yes it seems it very much is comments on here is why i created the thread
https://forum-en.gw2archive.eu/forum/game/dungeons/Solo-Dungeon-option-end-forced-grouping/first
Your own comment is also a reason there should not be any mandatory “forced grouping or you miss content stuff” everything thing should be solo able with a group option.
Again mmo does not mean forced grouping
As Jeff Strain once said… "Before you start building the ultimate MMO, you should accept that “MMO” is a technology, not a game design. It still feels like many MMOs are trying to build on the fundamental designs established by Ultima Online and Everquest in the late ’90s."
And to add to that, it feels like many non-subscription based MMOs are blindly mimicing the same designs which subscription based business models use to generate their revenue.
In the end, a lot of MMO developers have no good reason to be borrowing what they are borrowing from other MMO games. Stop it. XD
(edited by Redfeather.6401)
MMO started as games that you could play solo for the most part or join up friends to play harder content.
Then they started requiring a team for even the most basic stuff, making you dependant on healers, dependant on tanks… They removed our indipendence completely by enforcing a need for others.
Thankfully GW2 did away with being dependant on others, and not only that; a team must not be of certain classes, you can just play with your friends and their skills instead of trying to get certain classes.
We can choose freely if playing alone the content that is soloable or play the content that requires teaming.
Freedom of choice is good, thanks Anet for not making the next “LF healer” game.
We get both a single player and a MMO into one game.
Yes it seems it very much is comments on here is why i created the thread
https://forum-en.gw2archive.eu/forum/game/dungeons/Solo-Dungeon-option-end-forced-grouping/first
Your own comment is also a reason there should not be any mandatory “forced grouping or you miss content stuff” everything thing should be solo able with a group option.
Again mmo does not mean forced grouping
No, Anet can make their game anyway they want. They don’t need and shouldn’t make all of the content soloable. That is all.
Dragon Steel [DSL]
Henge of Denravi
you forgot that MMO is only the first part of the genera of GW2, the whole gener is MMORPG whihc according to here http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game means “is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world.”
Is this really a point of contention?
It’s been a point of contention since the Everquest themepark model became the most popular MMO model.
There are some people who simply can’t wrap their head around the idea that just by interacting, not even grouping, with other players in a persistent world you are participating in an MMO.
- Every purchase and sale you make on the auction house affects the world, and those same things from others affect your gameplay
- Someone completing an event in the area you are playing in affects your gameplay, and whether you do affects them as well
- When you see someone on the side of the road you can help them out, and they can do the same for you
None of this requires grouping… and yet for YEARS there are folks who can’t grasp that. And thus the most unintelligent and ridiculous question in the history of online gaming was born: “If you don’t like grouping, why are you playing an MMO?” A question that, to this day, I think was created by a troll to trick stupid people into outing themselves. They hear that question, think “ooo what a smart question!” and go around repeating it, thus labeling themselves for all the world to see. :-P
LOL – I don’t get this as well. Post after post I see something along the lines of “but this is a MMO… <insert feature of subscription online game here> is how they work…..”
ROTFLMAO!
Right now this game just serves as a filler until: February 22 – Crysis 3 release.
(I hope it melts my PC)
I cut my gaming teeth on Adventure&ZorkI,II,III.
i7-2600K/8G/GTX570SLI/WIN7/Stereoscopic_3D
An MMO should include the ability to take advantage of forming a group and using teamwork to overcome challenges, but not necessarily require it. I love being able to play in a persistent online world where there are other people running around everywhere, but I don’t always want to play with these people and organize objectives together with them. GW2 has an amazing system in place where being surrounded by other players is actually a good thing, and we can help each other out at a moment’s notice without it being a thing.
Being forced to form a group of 5 to clear a dungeon is like sitting on the bus and having a handful of strangers start surrounding you and asking you about your clothes and what you do for a living. I don’t want to talk to these people, just because they’re there. And then they ask: “Well, if you didn’t want to talk with strangers, why did you get on the bus?” I got on the bus because I want to go somewhere. If I could buy a car and go there alone, or with a few friends, I would.
(edited by Fyrebrand.4859)
An MMO should include the ability to take advantage of forming a group and using teamwork to overcome challenges, but not necessarily require it. I love being able to play in a persistent online world where there are other people running around everywhere, but I don’t always want to play with these people and organize objectives together with them. GW2 has an amazing system in place where being surrounded by other players is actually a good thing, and we can help each other out at a moment’s notice without it being a thing.
Being forced to form a group of 5 to clear a dungeon is like sitting on the bus and having a handful of strangers start surrounding you and asking you about your clothes and what you do for a living. I don’t want to talk to these people, just because they’re there. And then they ask: “Well, if you didn’t want to talk with strangers, why did you get on the bus?” I got on the bus because I want to go somewhere. If I could buy a car and go there alone, or with a few friends, I would.
wow you hit a bulls eye .
People seem to fail to realize that even if they are not grouping or guilding or even talking to another person it is still an mmo because there are other people in the same world as you in real time .
Multiple people are playing the same game at the same time = multiplayer game.
I laugh at anyone that says “why are you playing a mmo if you want to solo”
And thus the most unintelligent and ridiculous question in the history of online gaming was born: “If you don’t like grouping, why are you playing an MMO?”
“Everything is optional” is the new “If you don’t like grouping, why are you playing an MMO?”
LOL – I don’t get this as well. Post after post I see something along the lines of “but this is a MMO… <insert feature of subscription online game here> is how they work…..”
ROTFLMAO!
Right now this game just serves as a filler until: February 22 – Crysis 3 release.
(I hope it melts my PC)
That was slightly erotic . But I agree GW2 seems to be a filler game not a main game where you strave to obtain your goals! Where guilds compete competitively where Pvp is a an ever going battle! Gw2 feels like a single player rpg, you have an amazing 1 to 80 experience and then reach 80 and put it down.
For me it’s a filler (well i quit now) for Wildstar/MH3G/TESO or Neverwinter!
I still see this being said A LOT.
I agree with the OP here. MMO just means lots of players all playing the same game at the same time. What kind of interaction there is between all these players is irrelevant. This is only a title given to describe the genre of a game. It’s very vague and in itself is not a useful argument. You know Maxis considers SimCity to be an MMO.
As Jeff Strain once said… "Before you start building the ultimate MMO, you should accept that “MMO” is a technology, not a game design. It still feels like many MMOs are trying to build on the fundamental designs established by Ultima Online and Everquest in the late ’90s."
And to add to that, it feels like many non-subscription based MMOs are blindly mimicing the same designs which subscription based business models use to generate their revenue.
In the end, a lot of MMO developers have no good reason to be borrowing what they are borrowing from other MMO games. Stop it. XD
Unfortunately, consumers develop expectations based on prior experiences and developers that don’t provide MMO conventions A thru Z get lambasted for not doing so. Consumers are more responsible for the phenomenon you’ve noted than developers are.
(edited by IndigoSundown.5419)
you forgot that MMO is only the first part of the genera of GW2, the whole gener is MMORPG whihc according to here http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game means “is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world.”
/thread
Mmo with a sub = a massive multiplayer online game with a monthly sub.
F2P or B2P = a massive multiplayer online game that is really a virtual casino (usually originating from Korea). See FarmVille but with a lot more pixels.
The issue is that many players that refuse organization or grouping jump at every bit of content that lies out of their self-defined comfort zone and demand changes towards their preferences, without considering that others might like it that way and it’s the turn of those other people now.
As is GW2 has a TON of solo content, but that’s not enough. They demand a clear seperation of solo content from group content (see the drama about the F&F conclusion in that forum). The suggestion that some players like me might enjoy content design that flows back and forth between solo and group play is ignored by them, instead players like that are put into the “evil group player” category in their minds.
I dont see grouping oriented players whining about all the pointless solo content, its always the other way around.
The issue is that many players that refuse organization or grouping jump at every bit of content that lies out of their self-defined comfort zone and demand changes towards their preferences, without considering that others might like it that way and it’s the turn of those other people now.
As is GW2 has a TON of solo content, but that’s not enough. They demand a clear seperation of solo content from group content (see the drama about the F&F conclusion in that forum). The suggestion that some players like me might enjoy content design that flows back and forth between solo and group play is ignored by them, instead players like that are put into the “evil group player” category in their minds.
I dont see grouping oriented players whining about all the pointless solo content, its always the other way around.
That’s because grouping oriented players are content running dungeons/fractles until they get whatever pretty pretty dressup costume they want. There’s no good reason to make dungeons that A: Are as unfun as the dungeons in GW2 and B: Don’t scale, especially as the conclusion to a chain of solo quests.
Heck they don’t even need to scale, if they just fix mobs so they don’t wander off and fully regen while I’m actively pounding on them I’d be able to solo this crap anyhow.
I honestly can’t believe that this keeps spilling into more and more threads.
No, MMO doesn’t strictly say you have to group with other people : it also doesn’t say you don’t.
RPG doesn’t strictly tell you you have to to group with other people, and also doesn’t say you don’t.
I’m all for better scaling in dungeons so that the people complaining about not being able to solo can be quiet (and also so if I want to just run it with the number of guildies online at any time I don’t need to fill with a PUG), but I also understand that some dungeons have mechanics that REQUIRE at least two people (which not all but a good section of the folks who complain about not being able to solo would still complain about) and fully know that it’s Anet’s game and they can do what they want with it.
I do have a good question though, that I just came across my mind that you can answer in this thread, because I’m curios – addressed to everyone:
First: are you pro/against grouping (“forced”)
Second: do you feel robbed of an experience when you play a normal single player RPG (such as Final Fantasy) and are FORCED into a group of AI characters?
From that, if anyone want’s to elaborate on why/why not that’s cool. Don’t worry, I’ll answer my own question too-
1) I could care less – I enjoy grouping with friends, and sometimes with PUGs, so it doesn’t bother me either way.
2) No, I enjoy the fake company and added depth that can come from it (In SP RRPs like Elder Scrolls, I end up wandering aimlessly and loosing track of whats going on).
http://avsla-gw2.blogspot.com/