It seems as though one of the holy grails of MMORPG development is to encourage players to be social and group up without forcing them to do so like back in the olden days of yore. Rift's creative director, Scott Hartsman, thinks the dev team's found the key to this problem: "We want our MMO to be a social experience and we've realized that it's not that people don't want to be social, it's just because they don't want to be inconvenienced."
In an interview with ZAM, Hartsman details how Rift: Planes of Telara is hoping to change the minds of players about teaming up for the game's signature instances. While a character can solo through them just fine, the more players that enter a rift equals greater amounts of experience and loot for everyone. Rifts will adjust both loot and difficulty based on the number of players involved, and Trion Worlds expects that this will go a long way to combating antisocial behavior that MMOs have encouraged.
Guilds are another facet of socialization on which Trion plans to focus. "One thing we haven't talked much about is people getting together to build their guild up and build a structure (in the metaphorical sense) that provides you and all of your friends benefits," Hartsman said. You can read the full interview, including details on PvP, at ZAM.
Reader Comments (6)
Posted: Jul 26th 2010 9:29PM Valentina said
Col
Posted: Jul 27th 2010 1:56AM Joshua Przygocki said
Never really looked into this game before but its starting to sound fun.
Posted: Jul 27th 2010 2:59AM Jade Effect said
On the subject of encouraging players to enjoy a social experience without forcing them to group, one of the things Warhammer Online did right, but failed to capitalize on, is its Public Quest (PQ) system. It's nice to see Guild Wars 2 taking a leaf from Warhammer's PQ system.
Rather than explain the PQ system mechanics, an example would probably be easier to understand. Let's say there's a bandit camp with a bunch of solo-able bandits milling around. After players killed x amount of bandits, a bunch of bandit lieutenants would spawn, which require a few players to take down. Finally, once the lieutenants are dead, the bandit boss would spawn, which require lots of players working together to kill.
This encourages players to gather in an area and work together, without the hassle of yelling for a group invite or spamming endlessly for a healer/tank. Based on each player's contribution, the PQ system would award a certain amount of points upon completion, and the top few contributions would get loot rewards.
This not only prevent players from going afk and getting a free loot ride from their hard-working friends, it also encourages each player to put in his best effort to increase personal contribution. Healers get more contribution points for healing more, tanks get more contribution points if they manage to monopolize the bandit boss aggro, and dps classes get more contribution for doing more damage.
For those who didn't manage to win the highest contribution prizes, they would get bonus points for completing the PQ again. If the best players keep getting 500 contribution points and Ordinary Joe only get 300 points, Joe would get +50 points in his 2nd run, and an additional +50 points for his 3rd run, until he eventually wins something. That encourages players to stick around and keep the PQ running, as the winners move on to another PQ and new players appear to try the PQ.
Rather than explain the PQ system mechanics, an example would probably be easier to understand. Let's say there's a bandit camp with a bunch of solo-able bandits milling around. After players killed x amount of bandits, a bunch of bandit lieutenants would spawn, which require a few players to take down. Finally, once the lieutenants are dead, the bandit boss would spawn, which require lots of players working together to kill.
This encourages players to gather in an area and work together, without the hassle of yelling for a group invite or spamming endlessly for a healer/tank. Based on each player's contribution, the PQ system would award a certain amount of points upon completion, and the top few contributions would get loot rewards.
This not only prevent players from going afk and getting a free loot ride from their hard-working friends, it also encourages each player to put in his best effort to increase personal contribution. Healers get more contribution points for healing more, tanks get more contribution points if they manage to monopolize the bandit boss aggro, and dps classes get more contribution for doing more damage.
For those who didn't manage to win the highest contribution prizes, they would get bonus points for completing the PQ again. If the best players keep getting 500 contribution points and Ordinary Joe only get 300 points, Joe would get +50 points in his 2nd run, and an additional +50 points for his 3rd run, until he eventually wins something. That encourages players to stick around and keep the PQ running, as the winners move on to another PQ and new players appear to try the PQ.
Posted: Jul 27th 2010 4:36AM Graill440 said
While i agree with the responses thus far i have a far simpler reason for devs thinking MMO's are supposed to be social and feel they need to push players together whether they want to or not.
Its called a money model, and it is much easier and more cost effective to throttle groups of folks through one big ride multiple times than to send one person through by themselves, in both development and post work.
I know i am removing the facade of the game by forcing folks to think in terms of a business but thats the only things devs worry about not our wants or desires. They make make a good game of saying they care about what we think but they do not when it comes right down to it.
Efficency, the quickest, simplest way to have the maximum number of people pay to play a game for the maximum amount of time with the least amount of effort.
If MMO's were truly made for us they would be made like so, daily events for one or 100, rewards given for creativity not time invested, and a player base based on choice and devs not worrying about solo verse group because all content would cover every aspect and all situations.
Instead money models drive design, they drive content, and they drive the devs choices. We do have one choice, to continue to let them do this over and over or not.
I see arguments by game companies stating the need for social behaviour, just let us do what we want and stop building games based on your profit margin.
Its called a money model, and it is much easier and more cost effective to throttle groups of folks through one big ride multiple times than to send one person through by themselves, in both development and post work.
I know i am removing the facade of the game by forcing folks to think in terms of a business but thats the only things devs worry about not our wants or desires. They make make a good game of saying they care about what we think but they do not when it comes right down to it.
Efficency, the quickest, simplest way to have the maximum number of people pay to play a game for the maximum amount of time with the least amount of effort.
If MMO's were truly made for us they would be made like so, daily events for one or 100, rewards given for creativity not time invested, and a player base based on choice and devs not worrying about solo verse group because all content would cover every aspect and all situations.
Instead money models drive design, they drive content, and they drive the devs choices. We do have one choice, to continue to let them do this over and over or not.
I see arguments by game companies stating the need for social behaviour, just let us do what we want and stop building games based on your profit margin.
Posted: Jul 27th 2010 6:24AM Pan1 said
Another game who thinks the social part in mmo's comes from Guilds and instances.
Peer pressure is an awful tool to get your goals, but it seems like they are going for it anyway.
Should be obvious by now that the things that were fun in the "old days" were there by accident. Its pretty clear that most mmo developers have no idea what being social and having fun actually means.
So you see them running around trying to get those elements back into their games, not realising they never had it in the first place.
Guilds and instances ......the worst and cheapest way to think you are being social.
Peer pressure is an awful tool to get your goals, but it seems like they are going for it anyway.
Should be obvious by now that the things that were fun in the "old days" were there by accident. Its pretty clear that most mmo developers have no idea what being social and having fun actually means.
So you see them running around trying to get those elements back into their games, not realising they never had it in the first place.
Guilds and instances ......the worst and cheapest way to think you are being social.
Posted: Jul 27th 2010 10:57AM R6zack said
I'm not really sure how you think the idea of a guild isn't social, but ok. I know people who only log onto their accounts to socialize with their guild.
As long as they don't make the guild structure required for character advancement, I think it will be just fine. In other games, you won't even get looked at for some situations unless you have x achievements or x gear score or x experience, and the only way to get those, is to join a guild and conquer content. As long as trion stays away from that sort of guild idea, I think it could be fine. Think of ffxi when there were tons of people who only joined crafting linkshells for the shared joy of crafting, or the ability to carry multiple linkshells and could switch between them depending on what you felt like doing that day.
While I'm definitely not saying that the guild structure is the crutch and lifeline of socialization, I'm not sure how its the opposite either.
Reply
As long as they don't make the guild structure required for character advancement, I think it will be just fine. In other games, you won't even get looked at for some situations unless you have x achievements or x gear score or x experience, and the only way to get those, is to join a guild and conquer content. As long as trion stays away from that sort of guild idea, I think it could be fine. Think of ffxi when there were tons of people who only joined crafting linkshells for the shared joy of crafting, or the ability to carry multiple linkshells and could switch between them depending on what you felt like doing that day.
While I'm definitely not saying that the guild structure is the crutch and lifeline of socialization, I'm not sure how its the opposite either.







