The issue of soloability in MMO’s is as old as the genre, and after thinking of how it applies the the Guild Wars franchise, these are my thoughts:
MMO a genre that at it’s basics means, “Massively Multiplayer Online”, now this has been interpreted as a game that is only played in and by groups. But the basic definition means only a game with a large populace playing at once.
Guild Wars One, however strayed from this, content was almost entirely solo-able, group play was an addition, adding friends because you wanted them in the party, not because you needed them.
Guild wars 2 however, as the spiritual successor has fallen short of it’s prelude in this aspect. The core of the base game was for the most part solo-able, all but a few events that could be missed without noticing anything. But now with heart of thorns it seems all content is locked down to only groups. map completion, per new map takes anywhere from 3-7 group challenges, not including the Meta events required to reach them.
And then we have dungeons raids and fractals, things that in all other mmo’s require group play. In guild wars one special thought was taken to make these possible for solo players, via AI. In guild wars 2, such a feat could be done, using the scaling mechanics, and adding NPC’s of New Destinies edge/old destinies edge to these events if a solo/scaling path is included.
While group play has its merits coordination, etc. solo play should also be allowed for those who cannot get a group to play with, some groups, have a hard time scheduling when to do raids, dungeons or fracs, and a solo mode would allow all players to beat these and receive some of the rewards.
This would also help add a since of immersion to the Legendary Masteries, in the mail your character receives he/she is told that it is THEIR journey, but when it comes time to start it, you are asked to join groups. doing this you can also make it to where Solo variants of dungeons have a decreased drop rate(meaning not zero but not as high as group versions). Now some will say, “but soloable group content means less people to do the group content in groups” which, really makes no sense. Those who want to do it in groups, will do it in groups for the increased reward rate, where as others, will do it solo, for the sake of experiencing the content, content including atmosphere, story, rewards, and mechanics. At the core of the group vs solo debate lies a contrast in mentalities, as a life long introvert, group content makes me anxious, making a lot of it lose it’s appeal.
Many others, share these sentiments, but choose to play MMO’s due to the fact that the worlds are far richer than most other game worlds, and the occasional social interaction is welcomed. But when we go to do group content, the first thing we encounter are Meta players barking how the game “should be played” and how to run every build, not to mention those that limit party joins based on trivial facts like mastery, AP, and game time. Now while group content can be fun with friends, it is often hard to find a time when all of your friends can actually be online to do things like Raids, Dungeons or Fracs. I would like to thank whomever has actually read this for taking the time out of their day.
This isn’t a Solo only thing, this is a compromise, one that I feel both sides of the debate will be okay with. In conclusion this compromise would allow solo players to experience the full world of tyria, group players would still be better off than soloers at drop rates, and the immersion of game play would feel more as if your character is the hero, not everyone else is your sidekick.
(edited by amp.7926)