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10/04/12 1:22:34 PM#61
Originally posted by jpnz 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". |
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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. |
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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.
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10/04/12 6:44:25 PM#64
Originally posted by Starpower 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. |
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10/04/12 6:56:52 PM#65
Originally posted by dariuszp
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10/04/12 7:15:03 PM#66
Originally posted by Wolfenpride 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. |
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10/04/12 7:22:03 PM#67
Originally posted by VengeSunsoar 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. |
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10/04/12 8:15:15 PM#68
Originally posted by jpnz
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) |
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Kyleran
Bitter Vet™
Joined: 9/13/06
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 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.
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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10/04/12 8:27:39 PM#70
Originally posted by tank017 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 |
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10/04/12 8:36:31 PM#71
DavisFlight I believe I have agreed with about everything you have said so far. |
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10/04/12 8:42:44 PM#72
Originally posted by Icewhite couldnt resist EQNext press http://EQ3Wire.com EQ2: Freeport server |
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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.
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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.
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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 |
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10/04/12 9:10:28 PM#76
Originally posted by jpnz 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. |
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10/05/12 6:00:42 PM#77
Originally posted by DavisFlight 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 |
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Kyleran
Bitter Vet™
Joined: 9/13/06
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 The majority rarely wants what is actually best for them, they don't realize what they're missing. Their happiness is an illusion. "What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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10/05/12 6:22:21 PM#79
Originally posted by Kyleran 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. |
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10/05/12 6:28:56 PM#80
Originally posted by jpnz 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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