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The Pub at MMORPG.COM  » Human behavior and why force grouping doesn't work

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  GrumpyMel2

Hard Core Member

Joined: 3/24/09
Posts: 1824

10/04/12 1:22:34 PM#61
Originally posted by jpnz
Originally posted by VengeSunsoar
 

Totally disagree. And I think you'll find that the bulk of psychological and anthropological literatue does as well.

People talk to random strangers all the time, in line at the bank, the grocery store, gas stations...

We are social creatures, not just because it was important to survive but for a lot of emotional reasons.  Removing contact whether it is social, physical... can actually contribute cause a great deal of psychological conditions not the least of which is depression. 

However you are right that forced grouping does not work.  People want to socialize with others because they like to be social.

What the developers of these games have to answer is, "Why are people playing these games?"  I doubt the answer is to be social for the majority of people.  They will socialize in their RL.

They play games for entertainment.

MMO's give them opportunities to be social, if they choose to, that is not availble in spg.  People gravitate to MMO's because there is more choice, more opportunity for pretty well everything over spg.

You know, this post totally headshots my thread. :(

*Shake fists*

I'd love to know where you live since in my area, people don't talk much. At least not without an 'excuse' to do so.

Other than 'Hi / good evening' I rarely see random strangers talk. Maybe its just me?

 

What you are experiencing, I suspect, is a couple things....

1) Instinctual fear of strangers means  there is an anxiety to be overcome when attempting to interact with a stranger. If you live in a big city, pretty much everyone you see will be a "stranger".... thus most people feel a natural disnclination to interact with them...as opposed to a small village where you are likely to know most of the people you see.

2) The "overcrowding" effect... It's an observable effect among almost all higher animals that when you have too many of them crammed into too small a space they tend to act in a LESS social fashion...even to the point of becoming openly hostile. This may be due to the fact that an environment can only support so many numbers of a given species before it starts to break down (food, water, air, reduction of waste/toxins). Modern technology can overcome this to a remarkable degree...but our instincts aren't for the most part wired based on the realities of the modern world...they are wired based on the primitive hunter gathers we were thousands of years ago (and earlier).  In the reality of that world, Manhatten, for example would quickly become a desolate wasteland incapable of supporting human life, if it had as many people in it as it does today. On some level, our brains start to react when we feel we are being "overcrowded".

  Deathage

Advanced Member

Joined: 3/12/10
Posts: 114

Wannafightaboutit?

10/04/12 1:51:45 PM#62

getting deep over in this thread... this is why i love the mmo genre. it can sometimes turn into a mini-social experiment (or a large one, a la EVE online... sorry, had to mention it) 

my opinion has pretty much been stated by multiple people in bits and pieces. in reality, some endeavors require the involvement of more than one person; so again as in reality, some times we will just have to suck it up and find other people to assist us on our quest. in the realm of massive multiplayer games, we cant simply opt out of a developer-dictated group experience to slay the grandmaster dragon by ourselves. the world created by the developers is just that: a world, and as such must provide a contiguous, uniform experience to all its players. if you "x" yards wearing "y" equipment, you suffer "z" damage, and if you go up against the hardest raid boss alone, he will kill you in so many milliseconds. 

i dont know if developers should make a game with the goal of promoting or devaluing group interaction, as this could lead to a feeling of either artificiality or isolation, respectively. i think what devs should focus on is making realistic rulesets for players (skills, health, etc.) and making bosses, monsters and epic crafting chains the way they see fit. i would think the most rewarding part of being a developer would be to introduce a challenge to the game's community without having a pre-ordained method of completing the task, and see how they orient themselves to overcome the challenge. 

as in real life, there is no invisible hand demanding you to find 4 other players to help you complete a task. there are only challenges, and methods of overcoming said challenges. the beauty of human interaction is in its use of logic and cunning, whether in a group or alone, to beat obstacles and puzzles imposed by nature. this is how a social game feels fresh and not stale; when individual players recognize a challenge and individually decide to find other players to  help them overcome it.

  Jaedor

Elite Member

Joined: 8/17/09
Posts: 916

10/04/12 1:51:58 PM#63

I'd suggest that the world has really changed in the past eight years. Back in 2004 when WoW launched competition to EQ, people didn't walk around so glued to smartphones that they walk into oncoming traffic or otherwise become oblivious to everything around them. Yes, headphones were ubiquitous. But that's an aural experience, not a visual one.


I'd also suggest that in a hyper-connected world, we sometimes want to disconnect yet not completely. Enter the era of the solo-friendly mmo.

  DavisFlight

Elite Member

Joined: 9/25/12
Posts: 2586

10/04/12 6:44:25 PM#64
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower

It's human behavior to want to choose when and where to be social and not have it crammed down your throat. Games should work much the same way.

Except in games if you want to simulate human interaction...

We're forced in our day to day lives to interact with people all the time. Sometimes this leads to social encounters. Some people need the incentive or the push. 

MMOs would work in the same way. They'd set up the potential for a social exchange and leave it to you to take it further.

Modern MMOs just make you 100% self sufficient, which means no socializing or social community ever develops. And without a community holding people to games, they peter out and die very quickly (see every WoW clone).

Games are first and foremost recreational. The word 'forced' rings badly with that.

 

Lets not forget that "we" the gamers has pushed the genre in the direction it is in and not the developers. They only follow where the money is.

 

Except that the money was never in WoW clones. They didn't understand what made WoW a success and they never figured it out.

Of course they have. They simply can't reproduce it for a variety of reasons.

If that was true, and they knew they couldn't reproduce it, don't you think they wouldn't have wasted money trying? No. They don't understand at all, which is why SWTOR was such a huge failure.

It's quite simple, they have to follow suit. People want familiarity like it or not. If they don't implement XYZ features people will simply leave. That's probably why SWTOR failed. It wasn't enough like WoW

Haha WHAT? SWTOR failed because it wasn't like WoW enough? That's the first time I've heard that. Meanwhile everyone else talks about how singleplayer oriented it was, destined to fail when people run out of content, nothing new to keep people strung along. And we have games like Rift, carbon copies of WoW, that still fail.

 

And what are you people on about? 95% of WoW was focused on soloing. That's where the bulk of development went. Its one of the most anti social MMOs, and its the one that popularized the recent batch of anti social MMOs.

  Rojiin

Novice Member

Joined: 11/03/06
Posts: 50

10/04/12 6:56:52 PM#65
Originally posted by dariuszp
Originally posted by jpnz

Yeah, city people have psychological problems like you described. For people that don't live in some boxes place one after another, one next to each other bonding is natural and it's because we always lived in packs. 

Let me explain you this way. My friend live in the city HIS ENTIRE LIFE. I met him when i was working with his company and for some reason we keept contact. Anyway - I was very suprised that he have no idea who live next to his door in housing (that you call it in english) ? It's really just a psychological problem. Why ?

I know everyone in my block (when I moved because of my job and I'm trying to buy a house). Next thing I did after moved in was to bring cake every day and visit every one of them to say "Hi!", drop cake and tell them they can visit if they want when they want.

It was common thing for me. I lived in the village in my early years. It was natural that at the age of 12 I was basically knew all people there by face and by name. At the age of 16-18 I was knew many people who live nerby our village. It was good thing because if you ever had a problem you could always ask for help and someone always helped you. At the age of 20 I could not move 10m without saying Hi to someone (even cops - people really knew each other back there).

 

Anyway... what you described is your psychological problem and instead of telling us that you are all fine and people are strange because they want to form groups and help each other (like we were doing since stone age) - visit psychiatrist. Maybe he can help you.

It's not only your problem. I once saw experiment when actor collapsed in the middle of the city. No one helped him.

 I love this post.   This is the way life is in my part of the U.S.  So don't think that village lifestyle is lost on the world, its still around.

 

  winter

Advanced Member

Joined: 8/08/03
Posts: 2237

10/04/12 7:15:03 PM#66
Originally posted by Wolfenpride

Seemed to work well enough for EQ and FFXI.

Or I guess in games like DAoC and Eve where grouping isn't necessarily required, but the best possible experience comes from doing so.

It's true the MMO playerbase has changed since then though.

 Seems to work well for GW2 as well. Hell GW2 gives you no choice you are fored to group with the zerg of Slobs weither you want to or not. Yes that player that tagged a critter and then spent the rest of the fight dancing will get exp, loot and DE com pletion form you and anyone else that actually worked toward killing mobs and quest completion.

  The worthless "Leroy Jenkins" of the world have certainly found a game that caters to their needs in GW2.

 Add to that 90% of GW2's exploration is simply following your nose to area marked on the map. (Look Ma I'm exploring!) and you have to wonder if the general IQ of players is dropping. 

  ArChWind

Hard Core Member

Joined: 3/19/11
Posts: 495

10/04/12 7:22:03 PM#67
Originally posted by VengeSunsoar

 

Totally disagree. And I think you'll find that the bulk of psychological and anthropological literatue does as well.

People talk to random strangers all the time, in line at the bank, the grocery store, gas stations...

We are social creatures, not just because it was important to survive but for a lot of emotional reasons.  Removing contact whether it is social, physical... can actually contribute cause a great deal of psychological conditions not the least of which is depression. 

However you are right that forced grouping does not work.  People want to socialize with others because they like to be social.

What the developers of these games have to answer is, "Why are people playing these games?"  I doubt the answer is to be social for the majority of people.  They will socialize in their RL.

They play games for entertainment.

edit - in todays world it only seems like people don't socialize unless there is a reason for because we are totally overstimulated and constantly bombarded by social media.  You literally cannot go for an hour without phone, text, computer, television, radio, ads, friends.... hitting you in some way.  Time to escape to the bush I think.

I highlighted the main reasons people socialize... notice the trend?

 

In case you miss it. - People tend to socialize when they are waiting.

 

Games now don't require it.

  maccarthur2004

Hard Core Member

Joined: 10/02/12
Posts: 492

10/04/12 8:15:15 PM#68
Originally posted by jpnz

I wish to shift the focus a bit and move away from 'game design' which is the stickied 'Solo vs group' thread.

From a RL point of view, humans generally don't talk to strangers with no reason. Despite the advancement in technology of 'contact me anywhere', rarely do we see humans just walk up to someone and talk to them.

If we do it is because we want something from the interaction; I talk to cafe lady who wants my money and I need my caffine shot.

Humans want to be in the presence of other people but not actually interact with all of them. I go to bars with my friends and hang out with my friends. I don't go to bars and talk to someone I don't know; unless its staff and my orange juice is 30 seconds late.

Exception is if I am there with a specific focus on 'talking to strangers' like 'Singles Bar / Speed dating' but even then, there is that desire to get something (companionship) out of it.

 

Forced grouping in MMOs? Fine. Cool. Have at it.

But looking at how most people (maybe its because I lived in large cities most of my life?) live, don't expect a massive amount of people.

 

I've made sweaping generalization which won't apply 100% (Yes that ONE poster who's like 'but I talk to EVERYONE! ^__^ ) but that's how I view why forced grouping won't be popular. Pretty sure a professional in social / behavioural science can poke holes in my theory though. :P 

 

I think you are considering only the day-to-day talk with people for distraction purposes as "interaction". In reality, you are "interacting" with thousands or even millions people everyday. Everything that you consumes required its production by others. The human world is a complex net of human interactions.

MMOs try to simulate these net for fun purposes. Obviously, the majority of them try to simulate a world of fantasy, medieval-like. In consequence, they will involve not only economic and other "pacific" interactions, but violent competitions too.

 

 

 

 

 

 

"What we are aiming in ArcheAge is to let the players feel the true fun of MMORPG by forming a community like real life by interacting with other players, whether it be conflict or cooperation." (Jake Song)

  Kyleran

Bitter Vet™

Joined: 9/13/06
Posts: 19115

Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV

10/04/12 8:24:03 PM#69
Originally posted by phantomghost
Originally posted by Zeppelin4

You could say I'm a shy social guy if that makes sense. I need a reason to approach a person and start a conversation for the most part. If I don't have a reason I feel like I'm invading their space. Now my point here is about a game as you level not end game.

The last game I played that would have what you called forced grouping was EQ. In EQ there was lots of content that required a group to get a chance at a drop that could be a upgrade as you level. In this case if I entered an area where a named mob was located it gave me the reason to approach players that I needed to start a social experience. I feel that is missing in todays games for the most part.

IMHO this type of game play  created better communites over the long run then what we have today. 

QFT  except I would not consider myself shy at all.

Zepp gave the perfect description of my behavior.  I don't invade other people's space.  I don't even ask other players for help.  I will ask them to group if I know we have a common goal to work towards.

I'm actually quite social once the conversation gets started, just hard for me to break the ice it seems.

 

Arrogant, Condescending, Dismissive, Elitist, you speak as if these are bad things?
Kyleran - Bitter Vet ™ since 2006
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

10/04/12 8:27:39 PM#70
Originally posted by tank017

When MMO's 'forced' you to group,there was something to get out of it..

better exp on a much harder leveling scale.

and phat lewtz that were much more rare and elusive than todays iterations.

Essentially accurate.

WoW simply made enormous cash removing the forced-grouping stick from the equation (as did Sony, really) and leaving the easy carrot as a reward.  Some years later, Blizzard brought the Stick back (called it "dungeon finder" this time, and multiplied the repetition factor.  Same tedium EQ had, same people you'd really rather not group with, but disguised with many tiny quick bites instead of one big one.  Plus more bonus "gogogogogo" and "kick the noob".

We sure have come a long way.

dotdotdot

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  phantomghost

Novice Member

Joined: 11/05/11
Posts: 635

"Kill me, my man kills you, that's how you lose."

10/04/12 8:36:31 PM#71

Haha WHAT? SWTOR failed because it wasn't like WoW enough? That's the first time I've heard that. Meanwhile everyone else talks about how singleplayer oriented it was, destined to fail when people run out of content, nothing new to keep people strung along. And we have games like Rift, carbon copies of WoW, that still fail.

 

And what are you people on about? 95% of WoW was focused on soloing. That's where the bulk of development went. Its one of the most anti social MMOs, and its the one that popularized the recent batch of anti social MMOs.

DavisFlight I believe I have agreed with about everything you have said so far.

"I see they watchin' me and takin' notes on my moves, Run up on me it's all I want I ain't got nothin' to lose."

  Nadia

Elite Member

Joined: 7/26/03
Posts: 11491

10/04/12 8:42:44 PM#72
Originally posted by Icewhite
Originally posted by tank017

When MMO's 'forced' you to group,there was something to get out of it..

better exp on a much harder leveling scale.

and phat lewtz that were much more rare and elusive than todays iterations.

Essentially accurate.

WoW simply made enormous cash removing the forced-grouping stick from the equation (as did Sony, really) and leaving the easy carrot as a reward.  Some years later, Blizzard brought the Stick back (called it "dungeon finder" this time, and multiplied the repetition factor.  Same tedium EQ had, same people you'd really rather not group with, but disguised with many tiny quick bites instead of one big one.  Plus more bonus "gogogogogo" and "kick the noob".

We sure have come a long way.

dotdotdot

couldnt resist

http://www.youtube.com/watch?v=4Z2Z23SAFVA

  stratasaurus

Apprentice Member

Joined: 12/18/11
Posts: 222

10/04/12 8:52:58 PM#73
I think your human psychology is off.  People do want to talk and interact.  They however on a whole are not that great at doing it on their own and just feel stupid doing it for no reason.  People feel stupid saying hey wanna come help me with this thing I can easily do on my own just so I'm not alone.  If there was road-blocks though where you had to group to advance people usually don't have that big of a problem teaming up in that situation.  People team up and play sports and stuff all the time...why?  because that is what is required for that activity.
  koboldfodder

Novice Member

Joined: 9/18/04
Posts: 367

10/04/12 8:55:53 PM#74
Hmmm.....I played EQ and that was a forced group game and was one of the games that started the genre...and is still going.  So this topic is pretty much wrong.
  Demogorgon

Novice Member

Joined: 3/16/12
Posts: 139

10/04/12 8:57:57 PM#75

I thought that it was only the sociopath that didn't engage in social interaction unless they are to gain something out of it...?

Oh well, whatever. :3

  Paradigm68

Advanced Member

Joined: 1/24/11
Posts: 880

10/04/12 9:10:28 PM#76
Originally posted by jpnz

I wish to shift the focus a bit and move away from 'game design' which is the stickied 'Solo vs group' thread.

From a RL point of view, humans generally don't talk to strangers with no reason. Despite the advancement in technology of 'contact me anywhere', rarely do we see humans just walk up to someone and talk to them.

If we do it is because we want something from the interaction; I talk to cafe lady who wants my money and I need my caffine shot.

Humans want to be in the presence of other people but not actually interact with all of them. I go to bars with my friends and hang out with my friends. I don't go to bars and talk to someone I don't know; unless its staff and my orange juice is 30 seconds late.

Exception is if I am there with a specific focus on 'talking to strangers' like 'Singles Bar / Speed dating' but even then, there is that desire to get something (companionship) out of it.

 

Forced grouping in MMOs? Fine. Cool. Have at it.

But looking at how most people (maybe its because I lived in large cities most of my life?) live, don't expect a massive amount of people.

 

I've made sweaping generalization which won't apply 100% (Yes that ONE poster who's like 'but I talk to EVERYONE! ^__^ ) but that's how I view why forced grouping won't be popular. Pretty sure a professional in social / behavioural science can poke holes in my theory though. :P 

But from a RL point of view, most people make their friends at work and school... where they're forced to be (arguably). The point of forced grouping isn't to force grouping, its to create opportunities for social dynamics which when they work, pay off enormously for the players and the game.

  StonesDK

Apprentice Member

Joined: 8/06/11
Posts: 1836

10/05/12 6:00:42 PM#77
Originally posted by DavisFlight
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower

It's human behavior to want to choose when and where to be social and not have it crammed down your throat. Games should work much the same way.

Except in games if you want to simulate human interaction...

We're forced in our day to day lives to interact with people all the time. Sometimes this leads to social encounters. Some people need the incentive or the push. 

MMOs would work in the same way. They'd set up the potential for a social exchange and leave it to you to take it further.

Modern MMOs just make you 100% self sufficient, which means no socializing or social community ever develops. And without a community holding people to games, they peter out and die very quickly (see every WoW clone).

Games are first and foremost recreational. The word 'forced' rings badly with that.

 

Lets not forget that "we" the gamers has pushed the genre in the direction it is in and not the developers. They only follow where the money is.

 

Except that the money was never in WoW clones. They didn't understand what made WoW a success and they never figured it out.

Of course they have. They simply can't reproduce it for a variety of reasons.

If that was true, and they knew they couldn't reproduce it, don't you think they wouldn't have wasted money trying? No. They don't understand at all, which is why SWTOR was such a huge failure.

It's quite simple, they have to follow suit. People want familiarity like it or not. If they don't implement XYZ features people will simply leave. That's probably why SWTOR failed. It wasn't enough like WoW

Haha WHAT? SWTOR failed because it wasn't like WoW enough? That's the first time I've heard that. Meanwhile everyone else talks about how singleplayer oriented it was, destined to fail when people run out of content, nothing new to keep people strung along. And we have games like Rift, carbon copies of WoW, that still fail.

 

And what are you people on about? 95% of WoW was focused on soloing. That's where the bulk of development went. Its one of the most anti social MMOs, and its the one that popularized the recent batch of anti social MMOs.

So let me get this straight. The most successful MMO of all time is also the most solo focused MMO. I guess that really speaks for itself doesn't it. It's not really the solo aspect that makes MMOs fail. Looking at WoW, playing solo is what the majority wants. Again thanks for making my point

  Kyleran

Bitter Vet™

Joined: 9/13/06
Posts: 19115

Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV

10/05/12 6:04:41 PM#78
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower
Originally posted by DavisFlight
Originally posted by Starpower

It's human behavior to want to choose when and where to be social and not have it crammed down your throat. Games should work much the same way.

Except in games if you want to simulate human interaction...

We're forced in our day to day lives to interact with people all the time. Sometimes this leads to social encounters. Some people need the incentive or the push. 

MMOs would work in the same way. They'd set up the potential for a social exchange and leave it to you to take it further.

Modern MMOs just make you 100% self sufficient, which means no socializing or social community ever develops. And without a community holding people to games, they peter out and die very quickly (see every WoW clone).

Games are first and foremost recreational. The word 'forced' rings badly with that.

 

Lets not forget that "we" the gamers has pushed the genre in the direction it is in and not the developers. They only follow where the money is.

 

Except that the money was never in WoW clones. They didn't understand what made WoW a success and they never figured it out.

Of course they have. They simply can't reproduce it for a variety of reasons.

If that was true, and they knew they couldn't reproduce it, don't you think they wouldn't have wasted money trying? No. They don't understand at all, which is why SWTOR was such a huge failure.

It's quite simple, they have to follow suit. People want familiarity like it or not. If they don't implement XYZ features people will simply leave. That's probably why SWTOR failed. It wasn't enough like WoW

Haha WHAT? SWTOR failed because it wasn't like WoW enough? That's the first time I've heard that. Meanwhile everyone else talks about how singleplayer oriented it was, destined to fail when people run out of content, nothing new to keep people strung along. And we have games like Rift, carbon copies of WoW, that still fail.

 

And what are you people on about? 95% of WoW was focused on soloing. That's where the bulk of development went. Its one of the most anti social MMOs, and its the one that popularized the recent batch of anti social MMOs.

So let me get this straight. The most successful MMO of all time is also the most solo focused MMO. I guess that really speaks for itself doesn't it. It's not really the solo aspect that makes MMOs fail. Looking at WoW, playing solo is what the majority wants. Again thanks for making my point

The majority rarely wants what is actually best for them, they don't realize what they're missing.

Their happiness is an illusion. 

Arrogant, Condescending, Dismissive, Elitist, you speak as if these are bad things?
Kyleran - Bitter Vet ™ since 2006
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon

  StonesDK

Apprentice Member

Joined: 8/06/11
Posts: 1836

10/05/12 6:22:21 PM#79
Originally posted by Kyleran

The majority rarely wants what is actually best for them, they don't realize what they're missing.

Their happiness is an illusion. 

I have lengthy talks with people about how the so called "negative" aspects of MMORPGS such as buff dependencies, non instanced dungeons with lists, long travel times, death penalties, and the grinding with no xp quests. As negative as those things are viewed, they added positive things to the genre that can never be replaced. All substituted for convenience.

 

I'm not so sure the convenience tradeoff is worth it.

  nate1980

Spotlight Poster

Joined: 3/03/09
Posts: 1838

10/05/12 6:28:56 PM#80
Originally posted by jpnz

I wish to shift the focus a bit and move away from 'game design' which is the stickied 'Solo vs group' thread.

From a RL point of view, humans generally don't talk to strangers with no reason. Despite the advancement in technology of 'contact me anywhere', rarely do we see humans just walk up to someone and talk to them.

If we do it is because we want something from the interaction; I talk to cafe lady who wants my money and I need my caffine shot.

Humans want to be in the presence of other people but not actually interact with all of them. I go to bars with my friends and hang out with my friends. I don't go to bars and talk to someone I don't know; unless its staff and my orange juice is 30 seconds late.

Exception is if I am there with a specific focus on 'talking to strangers' like 'Singles Bar / Speed dating' but even then, there is that desire to get something (companionship) out of it.

 

Forced grouping in MMOs? Fine. Cool. Have at it.

But looking at how most people (maybe its because I lived in large cities most of my life?) live, don't expect a massive amount of people.

 

I've made sweaping generalization which won't apply 100% (Yes that ONE poster who's like 'but I talk to EVERYONE! ^__^ ) but that's how I view why forced grouping won't be popular. Pretty sure a professional in social / behavioural science can poke holes in my theory though. :P 

Which is exactly why forced grouping does work! People in general are happier when they're surrounded by friends. You don't make friends until you make that first contact and find common ground. If you're constantly soloing, people being the way you said they are, they'll never initiate that contact. However, with forced grouping with downtime, people socialize during that downtime in order to pass the time. The end result is friends are made every day, and your experience in general is a lot better than if you were soloing.

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