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Reader Comments (26)

Posted: Nov 19th 2009 6:59AM LaughingTarget said

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I love all these blogs about MMO players being lazy or entitled. But guess what, skippy, I'm the g-d customer as is everyone else. I can easily speak for the majority on this one in saying we do not want to be dictated to by the company we purchase services. It goes the other way around. No company ever succeeded by insulting the customer base. Sure, go ahead, force players into a philosophical vision, but don't be surprised to be sitting around the home where Asheron's Call 2 and Earth and Beyond are hanging around.

Posted: Nov 19th 2009 8:36AM (Unverified) said

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The first MMO I played was UO from 97-01 and UO was not a group specific game. Sure there were people who got together, but a player could solo as much as they wanted. Solo pks were all over UO at the time I played, and if I was not in a guild I would solo all the time. It was very fun to be able to do both and advance my character just as well between group and solo play. I am actually one who think MMOs based around group dynamic have hurt the genre, that and strict class archetypes. Sure grouping should be a part of any game as it brings a social aspect, but the MMO fanbase seems to be more and more geared towards "This class pairs with this, and that with that, and you need to have this in order to do that." Stop and play the game. When it gets too technical and class dependent it turns me away. I play the game for my own enjoyment, I don't like to rely on others for my enjoyment.

Posted: Nov 19th 2009 11:11AM Tom in VA said

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I used to group fairly often in LotRO, GW, and WoW, but here's why I seldom group anymore:

-- The LFG tools/chat mechanisms are HIGHLY limited and inadequate in most of these MMOs
-- Even if you do find a group, just *getting* to the appropriate location to begin the group quest can be a MAJOR pain in the tail
-- Too many of the LFG requests in too many of these games expect you to "know the fights" and be "fully geared" in advance, leaving players (especially casual players like myself) in a Catch-22
-- The group quests/instances take too long to complete
-- Group content is extremely unforgiving if, like me, you have real-life responsibilities that could call you away from the game at any time
-- Too much of the instanced content in MMOs is designed for 5- and 6-man groups instead of 2- and 3-man groups. WoW, in particular, just cannot seem to get away from this limiting instance model.

The result is that many, many players just skip the group content altogether.

My suggestion would be for more MMOs to be designed to function as solo/group-oriented games simultaneously. I think this is the direction STO, GW2, and SWTOR are heading in -- and wisely so.

Guild Wars handled this issue the best, allowing players to solo, duo, trio, etc., most of the game's content by enlisting NPCs to fill in the empty party slots. I wish WoW and LotRO offered options like that, perhaps also scaling rewards appropriately. Would that I and a friend or two could call up a couple of NPCs in WoW and go run an instance (like I can in Guild Wars) but -- NOOOO -- I must find more people.

That dynamic, in too many of these games, is just more of a hassle than it's worth.

Posted: Nov 19th 2009 12:42PM (Unverified) said

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Just a couple suggestions that might making grouping easier and faster in mmorpgs for the casual gamer...

1) Offer mercenaries (NPCs) to group with you like in Guild Wars. Obviously they won't be as good as real players (because they run off a simple AI script), but it provides a quick option to form a group if you need to perform a task that requires one.

2) Offer the ability to form a special type of group that is bound together and shares experience even if the members are offline. Shards of Dalaya (http://www.shardsofdalaya.com/) does this and it's great for keeping you and your buddies at the same level. This is great to make sure your friends don't become 30 levels higher than you and you can't do anything with them because they're so advanced. There could also be an option to auto-group with anyone bound to you that is online when you login.

Posted: Nov 19th 2009 10:00PM (Unverified) said

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I remember playing FF11 when it came out in the states... man was it a pain to level. No groups means you can't level up, so I just stayed at the cities crafting and fishing, or doing quest for small amounts of xp. Same with SWG before the NGE, you just got a group in Dantooine, got some missions from terminal, and went lair farming. Finding groups there was easy, faster than FF11 by far. Then played Guild Wars and pretty much solo everything, until I needed groups for big battles. WOW I solo till 70, then till 80, and only did instances when my friends needed dps on them. Same was with LOTRO, solo still 60 with my hunter, and only did dungeons for loot, to learn their dynamics and to have fun. Thank god things have change in MMOs since my days in FF11 hehehehe.

Posted: Nov 20th 2009 12:22PM Averice said

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Older MMO gamers may say they miss grouping, but as somebody who was around during the old MMO days and Didn't play, here's the reason why. Because it forced grouping.

MMO games have a much, much higher population than they used to, and a lot of that is because players are no longer forced to group up with other people to get anywhere.

It doesn't go back and forth. Attitudes don't keep shifting from one direction to another, it is a steady movement in a single direction. The ability to progress without a group means that the game is more accessible to people who don't really like grouping, and as that is made more and more accessible you get more and more people that don't like to group. Sure, if MMO companies want to make less money than they could (*cough* NCSoft *cough* EvE Online) then they will require grouping in their games.

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