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2/19/09 4:21:27 PM#141
Except most of the players in the market want some solo options as shown in the success of the solo friendly game.
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Except most of the players in the market want some solo options as shown in the success of the solo friendly game.
I often think of it like money left on the table waiting for someone to pick it up. I don't play WoW, and one of the main reasons is because it's too solo friendly. A solo friendly game isn't going to get my money. But I've got money sitting on the table. I'll glady pay 14.95 for a good grouping game. So, you're right. The majority wants the solo friendly game like WoW. But I've got 14.95 sitting on the table, and if you read this thread, I'im not alone. Someone will eventually want to take that money since it's just sitting there and no one else wants it. |
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Originally posted by Tsolless
If "that bastard" can solo, then I can solo. I want a game where I can't solo. That's how it affects me. |
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2/19/09 10:36:12 PM#144
I'm sorry but I don't understand this at all. Why does it bother you if you have the ability to solo? I mean, I have the ability to drop my pants down to half of my ass, lose all my shirt, buy a cap and put it on backwards, listen to Soulja Boy, and then act like a wigger but I'm not going to. Just don't do it if you don't want to. Edit: There really is a grouping game out there. Final Fantasy XI. There is only one class that can actually solo and even then they have a hard time with it. |
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2/20/09 3:32:04 AM#145
Originally posted by nariusseldon
Except most of the players in the market want some solo options as shown in the success of the solo friendly game.
Because you can make a lot of money in a niche market. Take a look at the world it has very big organisations and co-existing alongside huge numbers of small enterprises catering to the tastes of the non masses. Why do they bother? Because those small enterprises make smaller groups of people a lot of money, they don't have the same costs, and more importantly the same number of backers wanting a slice of profit. Try not to be blinkered by size being everything, it is often as important to be different, especially in a market that is over saturated with mass appeal goods. |
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Originally posted by Tsolless
Well, if you don't get it already I doubt you ever will, but I'll give it a shot. How often would you play a game by your own made up rules just to make it harder for yourself, or more challenging, or more fun? In reality, the answer is almost never. How often would you play a game by the actual rules of the game? In reality, almost all the time. For example, let's say someone is asking for a game with Perma Death. They COULD play WoW and delete thier character everytime they die. But they won't. They will just keep on playing the same toon, because they can, and they will still want a game with Perma Death where they cannot keep on playing and they die. They don't want the choice to delete their character. That is completely different from being careful because if you make a mistake you're dead, and there is no choice. You're telling me the choice is just the same. you're telling me that a game with Perma Death is EXACTLY the same as if I played WoW and just chose to delete my character every time I died. Do you see now, how what you're saying, and what I'm asking for are not the same thing? So again, IT"S NOT ABOUT YOU. I don't care if you solo in a game all day long. That's great, hope you're having a blast doing it. I want a game where I, me, not you, cannot solo. Nothing to do with you, nothing to do with wanting you to group, forcing you to group, I absolutely don't care about YOU and what you are doing in the game. This is the hardest part for people to get for some reason. |
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2/20/09 7:20:16 AM#147
Try D&D online 95% of the game is group only, from the beginning to end (especiallly the end). Turbine had to add some solo content becuase they were losing alot subs. The other 5% is running around buying stuff so you don't need a group to do that. |
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2/20/09 7:30:16 AM#148
Originally posted by Dendro DDO certainly showed that a group centric game is going to be niche, having said that its playerbase has been solid (with a bit of a surge since Turbine won a few awards), so there is a market (even if small) for group content. It also has twitch combat, complex character building and instancing which are also heavy like/dislike factors. |
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Originally posted by Dr.Rock DDO certainly showed that a group centric game is going to be niche, having said that its playerbase has been solid (with a bit of a surge since Turbine won a few awards), so there is a market (even if small) for group content. It also has twitch combat, complex character building and instancing which are also heavy like/dislike factors.
I did try DDO. I didn't like it very much. It was too unlike an MMORPG if you know what I mean. Way to isntance heavy. I did not like doing a dungeon on easy, medium, and hard. Same dungeon, different settings. You do it once on easy, then again on medium, then again on hard. It kind of wrecks the persistence for me. I want a dungeon that is the dungeon. It's easy, or it's hard, and I will do it when I have a character and a group that's up for it. The dungeon doesn'nt change, my character and my group does. If I try the dungeon and it's to hard, I either level up, skill up, or go get help. If the dungeon is to easy, I have to go somewhere else. If that makes sense, that's what I prefer in an MMORPG. |
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2/20/09 7:58:30 AM#150
Originally posted by Ihmotepp
I did try DDO. I didn't like it very much. It was too unlike an MMORPG if you know what I mean. Way to isntance heavy. I did not like doing a dungeon on easy, medium, and hard. Same dungeon, different settings. You do it once on easy, then again on medium, then again on hard. It kind of wrecks the persistence for me. I want a dungeon that is the dungeon. It's easy, or it's hard, and I will do it when I have a character and a group that's up for it. The dungeon doesn'nt change, my character and my group does. If I try the dungeon and it's to hard, I either level up, skill up, or go get help. If the dungeon is to easy, I have to go somewhere else. If that makes sense, that's what I prefer in an MMORPG. To me instancing and group content go together, the quest needs to be designed around the group, open zones wouldn't work. But they I expect my quests to be handcrafted and complex. p.s. Elite is the only real setting for most quests, Normal and Hard I see as just very challenging solo content |
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Originally posted by Dr.Rock
I did try DDO. I didn't like it very much. It was too unlike an MMORPG if you know what I mean. Way to isntance heavy. I did not like doing a dungeon on easy, medium, and hard. Same dungeon, different settings. You do it once on easy, then again on medium, then again on hard. It kind of wrecks the persistence for me. I want a dungeon that is the dungeon. It's easy, or it's hard, and I will do it when I have a character and a group that's up for it. The dungeon doesn'nt change, my character and my group does. If I try the dungeon and it's to hard, I either level up, skill up, or go get help. If the dungeon is to easy, I have to go somewhere else. If that makes sense, that's what I prefer in an MMORPG. To be instancing and group content go together, the quest needs to be designed around the group, open zones wouldn't work. But they I expect my quests to be handcrafted and complex. p.s. Elite is the only real setting for most quests, Normal and Hard I see as just very challenging solo content
I much preferred the open world dungeons of DAoC and EQ2. I don't mind if you want to instance the Boss Mob so people don't have to wait in line to complete a quest. It's not so much the instances I dislike as the change in settings. I didn't like this about CoH either. I want the content to be static, not increase or decrease in difficulty depending on what I choose. It feels like clicking the "win" button. Like being on a golf course with a button that makes the hole near, far, and really far. Oh, today I'll choose near, I don't feel like trying for really far, maybe I'll do that tomorrow. I want the course to be a set challenge to overcome. |
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2/20/09 8:47:18 AM#152
Originally posted by Ihmotepp To be instancing and group content go together, the quest needs to be designed around the group, open zones wouldn't work. But they I expect my quests to be handcrafted and complex. p.s. Elite is the only real setting for most quests, Normal and Hard I see as just very challenging solo content
I much preferred the open world dungeons of DAoC and EQ2. I don't mind if you want to instance the Boss Mob so people don't have to wait in line to complete a quest. It's not so much the instances I dislike as the change in settings. I didn't like this about CoH either. I want the content to be static, not increase or decrease in difficulty depending on what I choose. It feels like clicking the "win" button. Like being on a golf course with a button that makes the hole near, far, and really far. Oh, today I'll choose near, I don't feel like trying for really far, maybe I'll do that tomorrow. I want the course to be a set challenge to overcome. We differ a lot, I totally hate the concept of queueing for a rare spawn, and the fact that a dungeon may already be partially completed ruins all immersion for me. I like my dungeons to have traps, secrets, ambushes no way that can be done in an open zone. For me totally unplayable open. Your do it once and only at one difficulty is a little too limiting for me. I think you are in the realms of a niche of a niche game. |
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2/20/09 9:04:27 AM#153
Originally posted by Dr.Rock Because you can make a lot of money in a niche market. Take a look at the world it has very big organisations and co-existing alongside huge numbers of small enterprises catering to the tastes of the non masses. Why do they bother? Because those small enterprises make smaller groups of people a lot of money, they don't have the same costs, and more importantly the same number of backers wanting a slice of profit. Try not to be blinkered by size being everything, it is often as important to be different, especially in a market that is over saturated with mass appeal goods.
That statement is obviously NOT true in general. It depends on how big the niche market is, and what is the minimum amount of investment to become successful. BTW, MOST small enterprises are not successful. And in this case, very few gamers would want NOT to have the choice to solo. The fact that almost all newer MMORPGs tout soloability as a feature tells us a lot. You think they will have done some market research before making that decision. |
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2/20/09 10:16:26 AM#154
Originally posted by nariusseldon Because you can make a lot of money in a niche market. Take a look at the world it has very big organisations and co-existing alongside huge numbers of small enterprises catering to the tastes of the non masses. Why do they bother? Because those small enterprises make smaller groups of people a lot of money, they don't have the same costs, and more importantly the same number of backers wanting a slice of profit. Try not to be blinkered by size being everything, it is often as important to be different, especially in a market that is over saturated with mass appeal goods.
That statement is obviously NOT true in general. It depends on how big the niche market is, and what is the minimum amount of investment to become successful. BTW, MOST small enterprises are not successful. And in this case, very few gamers would want NOT to have the choice to solo. The fact that almost all newer MMORPGs tout soloability as a feature tells us a lot. You think they will have done some market research before making that decision. Nobody is arguing whether soloing is more popular, it clearly is, my point is simply that you can still aim a business at a niche market and as long as you control your costs and don't have to share the profit too far, you can personally make a lot of money. It isn't without risks, but people do very well out of small businesses even though they are a fraction of the size of the competitors, as long as they have an angle. Going nose to nose with the same ot similar product is of course a dubious business model. As for most small enterprises not being successful, guess I have been lucky to be involved with ones that were, which may indeed give me a rather positive view of it. |
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2/20/09 12:42:10 PM#155
Originally posted by Tsolless
I think I know what the original poster is saying. He wants to play a game where grouping is the only option so he will be able to play with others of the same audience that will enjoy that type of game. You know it is always nice to get to mingle with like minded people. : ) I don't mind people having the ability to solo, but does it have to be like that in every single MMO in existence? I don't think so. I think one or two group only games could turn a profit. Also, why do you feel that every game in existence should cater to solo? Different types of games out there is a good thing. |
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2/20/09 12:54:31 PM#156
Oh I don't think that way but I just don't see the point. But really the OP should try out FFXI if he wants a grouping game. The only problem then is that people can wiat for an hour or two to get into a group because everyone is looking for a group. |
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2/20/09 2:13:10 PM#157
Originally posted by qombi I really don't think that making a 100% grouping game will solve any of the problems you mention... Back in EvE. Started with BatMUD. Main MMOs have been EvE and DAoC. |
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2/20/09 2:14:44 PM#158
I agree, 100% grouping would never work. People dont like to be depending on other players all the time. |
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2/20/09 6:56:54 PM#159
Originally posted by Ihmotepp
Won't ever happen.. No money it it consider the majority want to be at least able to solo at any time especiall when no groups can be found. |
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2/20/09 7:36:54 PM#160
A Grouping MMO how could it be done? Perhaps it could be achieved using an Award System based on player interaction. For simplicity sake, I'll call it Player Interaction Points or PIPs. PIPs would be intrinsic to all aspects of game play to be valueable to players' success. PIPs could be applied attributes, skills, items, spells, weapons, etc to increase power, effect, value, etc. The tricky part is identifying and creating game mechanics that encourage players to work together or against each other, directly and indirectly. If it uses a class-based system such game mechanics would have to applicable to all classes. Even participation in chat and forums could be used to award PIPs. A game that comes to mind is Army of Two. This game has very specific game mechanics that requires Two Players to assist each other in order to complete missions. For example, there are hard-to-reach areas that require players to lift and pull each other up. There are doors that require two people to activate. |
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