The argument that not wanting to play in a group means you should just play a single player game drives me so nuts.
Not wanting to group to perform tasks doesn’t mean that the robust interactive world and economy of a MMO is worthless. There is a great many reasons to play in a mmo other then to group with others.
This.
However, when one plays an MMO, one should not expect everything in the game to be able to be done solo. It is an MMO after all.
Some things in GW2 let you play solo and not group up. Some things are easier done in a group but can be done solo if you’ve got the skill. Some things require a group.
Yes, one should expect everything in the game to be able to be done solo. You said you agreed with the comment who was saying that MMO doesn’t mean forced group play, but then you said not everything should be soloable because it’s an MMO. Which is it?
His first point:
The argument that not wanting to play in a group means you should just play a single player game drives me so nuts.
I play solo. There’s something nice about playing with others, but not playing with others.
His second point:
Not wanting to group to perform tasks doesn’t mean that the robust interactive world and economy of a MMO is worthless.
This is true regardless of what percentage of the game is able to be done solo or not. I agree. So not sure how you would get that that means I’m being ambiguous on whether I want 100% ability to solo or not.
His third and final point:
There is a great many reasons to play in a mmo other then to group with others.
Doesn’t mean that grouping with others is no longer a valid reason to play an MMO.
So I agreed with his post.
And then I went “However”. Which typically means that I’m about to give a counter argument.
Which was that just because what he said is true, doesn’t mean that the game should not have anything that requires group play.
And went on to say that GW2 has content for all types of players. Those that never want to group with others, those that sometimes want to group with others, and those who want to always group with others.
But you of course ignored the fast that most of the end game content is group only, and the majority of items related to progression are group only, so you can’t really viably play solo.
You absolutely can viably play solo if all you ever intent to play is the solo content. The “progression” you’re after is staged as group content because it is designed for groups
Nobody’s arguing that there shouldn’t be any solo content. What we’re saying is that it’s a really bad idea to embrace a philosophy in an MMO that all content is soloable.
At that point you are designing a very different game. You are limiting design choices based on the “solo potential” of content. You are functionally unable to design certain types of content, like raids and dungeons.
The entire design of the open world is the most soloable MMO in existiance and specifically designed to organically push players together in to mutually benefical temporary alliances to complete group events
GW2 does a fantastic job for solo players already, above and beyond any other game. The places where it doesn’t are a minority of the content, instanced raids, dungeons, and fractals. Furthermore _the rewards from that content are not in any way required for progression, and only reward in a cosmetic or monetary nature based upon the heightened difficulty of coordinating humans that are not perfectly tuned AI.
The fact is that GW1 henchmen and heroes had unintended consequences for the game. They made it more difficult to find groups, and eroded the social nature of the game. In structured group content that is explicitly designed as a social experience, and that is the minority of the content in the game this is a huge problem. We already saw it in fractals with the whole “lets roll swamps” situation before the latest patch.
Do you honestly think the game as a whole, not you personally, but the game as a whole would be better served by letting each player opt to walk in to what’s intended to be the most difficult content in the game with no expectation of teamwork, group strategy, or incentive to find new people to play with?
That’s the GW1 I remember at the end. It’s the same GW1 you’ll find if you log in today. A wasteland of content that doesn’t have the option of soloing, but the requirement to solo because there’s no need to find a group. No groupmates to later become good friends, and no socialization in a game designed primarily as a social experience.
Was able to find a group last week to do Urzog, and for some just casual conversations, which GW1 are you playing mate?
Of course you’re able to find people to do Urzog. Its one of the few areas in the game that you can’t fill the entire party with heroes and still get a fast clear because if you do you’re using a party of 8 rather than 12. You’re literally shooting youerself in the foot without at least one other player. You can limp to the finish line with your shot up foot, but it’s not an ideal experience there.
If anything you’re confirming my stance. The place you found a group was the place people aren’t allowed a full hero party.
But it’s still doable with heroes as you just said.
By that logic, dungeons are already soloable, fractals are already soloable, and the group events people complain aren’t soloable are, by and large, already soloable.
It’s just harder, requires specific characters, specific play patterns, and more effort and time for the same reward.
That’s actually false, because certain paths and fractals have mechanics that would require you to be in more than one place at once, and are therefore impossible to solo, no matter your skill level.
Exactly, its faulty logic. The reason one can still easily get a group for Urgoz but not pretty much any of the 8 man content in the game is that the game actively requires teaming up.
Can people solo dungeons and certain fractals/ sure. Are they less likely to do so because it offers a much reduced reward versus effort? Absolutely. Are fractals an overall better experience because of the higher number of players willing to join your group? Absolutely.
Should fractals be given NPC allies it necessitates those NPC allies, like GW1 heroes, be able to do the bulk of the work while you reap the same rewards for minimal effort. In that situation it massively erodes the player base for what is primarily designed as group content in a multiplayer game.
“But its an option!”
It’s only an option if you expect every player to completely ignore the basic reward mechanisms of the game, and you are willing to make the experience of people willing to do the content as designed worse for the benefit of of people who don’t want to do it in the first place
Basically, its the act of making your multiplayer game a worse multiplayer game so that people that don’t want to play multiplayer games can play it by themselves.
That is in no way better for the game, though it may serve the quite frankly selfish desires of people who feel they should be able to tackle any content at any time without interacting with any other players in a game that is designed around interacting with other players.
There are types of games designed around exactly this. Most action RPGs are designed from the ground up to provide a quality solo experience that scales with a group so that both ways are intended, viable, and appropriately balance risk and reward.
They’re also billed as being designed for between one and X number of players for this reason.
A game which calls itself a massively multiplayer game has no obligation to provide a solo option for every piece of content.
Not multiplayer auction house
Not multiplayer chat room
The term Massively Multiplayer Game has, right there in the term, the basic design goals. That the game parts of the game require more than one player, and that then number of players is generally very large so you have potential allies or enemies to interact with.
It’s a pretty simple concept, and I can’t for the life of me understand why people that want a mostly solo experiecne with the option of occasionally playing with other players don’t in stead choose to play games actually designed to do that thing
It’s like asking for handguns in a sports game. It’s just not appropriate for the overall design goals.
Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ