|5 posts found|
All of my observations are from personal experience or others I have seen in my travels.
I started online gaming by playing MUDs (helped run a MUD for a few years).
Since I could only afford one subscription MMO each month, I chose FFXI. (liked the series as the basis, but they butchered Dragoon, and for years, Monk was unwanted for parties... my favorite two jobs made me an outcast)
I've played FFXI for... well, since the month prior to the 2nd expansion release... how many years is that?(still have a character with several max level jobs. 40-60man raids? been there, done that, hated that. forced grouping just to level? been there, done that, hated that. Forced groups just to see the storyline? been there, done that, hated that. (especially when the rest of the party doesn't care about the story and they spam past all the dialogue and are waiting on you to start a battle).
But, FFXI also had amazing world-population based objectives and activities that anyone could partake in. Beastman attacks on a city, A war in the past, colonization of a wild land... massive group activities you could do solo or in groups. And that's just a few. The problem was they never rewarded those activities appropriately to maintain population interest, gating all the really good stuff behind forced group content *sigh*. So even though they were fun activities, they became simply diversions or methods of gaining levels that could be done faster elsewhere. I had high hopes.
I used to have a static group to play with and completed several expansion storylines, but they've all moved on, so I've let my subscription lapse for a few months - since nothing worthwhile as regards my goals, can be done solo.) They've changed from lateral progression to "Item level gear" progression that requires groups to attain... so, essentially, you get gear to level up now, and can't get that gear without fighting bosses that require groups... blech.
I've played numerous FreeToPlay games such as Ultima Online, Atlantica Online, Anarchy Online, TERA (just started and I love the combat, but my laptop doesn't), and Rappelz.
I've experienced plenty of different MMOs, with plenty of solo content, plenty of grouped content, group reliant content... and I think there are plenty of ways to make grouping satisfying in a game where you can solo to make the same progress as grouped players, just at your own pace.
Grouping has to be made fun and rewarding... (FFXI had skillchains which for many years required multiple skills used by different party members to create bursts of damage... this encouraged group play. Didn't need that to solo, but it benefited groups.) I would expand on the abilities that can chain, and grant other bonuses for teams working together. I would suggest an experience bonus to groups, rather than a penalty, like some grouping games... sure grouping makes it easier to kill enemies, but groups take TONS of time to organize and are constantly disturbed, disbanded, delayed, etc, by different party member's outside lives.
I would also say, the Tank/Healer/Damage trinity needs to DIE. Most of my problems with forced grouping comes from needing specific roles for the group to succeed. Without those roles, you might as well not leave town... so you don't leave town, and you stand around all day, only to play for half an hour and everyone disbands... yeah... the reality of forced grouping in MOST games I've played.
ANYWAY... Solo content is GOOD for MMOs. Group content is GOOD for MMOs. Forced either way is BAD for MMOs.
I'll keep looking for a dev group that gets it right, and hope they present a world I'd like to play in with classes or abilities that I'd like to use. (Watch some western or zombie apocalypse MMOrpg get it right and I can't stand the setting...)
Originally posted by Keeno
Massively Multiplayer games can have many solo people playing in the same world and interacting without "grouping" to have fun. Some of the "draws" to these persistent online games (that you can't find in traditional offline single player games) to Solo players are:
* They have content that is constantly updated. New goals, new items, new enemies, new areas, more story.
* Their accomplishments can be meaningful to their friends (even if done separately). They can help their friends with gifts of items they don't need, or money, or whatever. (Some MMOs even have world goals that can be worked on by the entire population regardless of being solo or in groups)
* They have the option of grouping to take on challenges that are too difficult at their level of progression alone, if they want to progress faster.
* Usually there is an economy in MMO games that some people like to take part in.
* They like to socialize over chat channels while they do their own thing.
* Many are "Free to play" , compared to the expense of buying new games.
Reasons for Solo Play despite options to group:
* They might be shy.
* might not like others foul language, choice of jokes
* Don't like the expectations placed on them, just using games to relax and are less demanding of perfection which makes "raid" content far too tiresome.
* Lack of communication skills on their part, on others' parts.
* Their schedules do not allow them to regularly meet for planned gaming sessions. (or even play at the same time) and they may have to leave abruptly.
* Satisfaction of accomplishments done alone that most only achieve in groups.
* Don't want to form "friendships" with strangers online, and none of their offline friends play the same game.
* Don't want to be forced into guilds/clans and all the drama that comes with it.
None of the reasons to Solo are in opposition to playing an online game, if they're not forced to group. Personally, I'd very gladly play an MMORPG that focused on solo while allowing groups. All the pros of offline games, with the benefits of online.
Grouping should be something fun that people want to engage in, not something forced upon people. Have friends you want to play with, GREAT. No content should be locked behind forced group content. There should be alternative means to acquire any items, even if they're just alternative items with identical stats that can be crafted (where gathering the ingredients is also solo) or quested solo.
So yeah, the whole "MMO"-game-means-always-playing-together" argument has no legs in my book.
What is the biggest selling point in an MMO for you?
The Pub at MMORPG.COM « General Discussion
9/15/13 12:23:20 PM
All other points are irrelevant. I won't enjoy playing in the world if I have to constantly look over my shoulder when the whole world is potentially against me, even when I'm away from the computer, or simply minding my own business. Even worse, is when I have a chance of loosing any of the stuff I have to those enemies.
The following aren't my biggest selling points on what I look for, but each one gives the game a higher chance that I'll go back to it, rather than to another:
I'm not seriously playing any MMO's right now, ever since I let my subscription to FFXI drop about a year ago, before they practically forced everyone to move off the PS2 to the computer to play the new expansion which I didn't buy. The few Free to play games I still can play on my old and getting older PC are dwindling, so a minor feature I'd look for is low PC spec requirements.
There ya go.
General: Five Games That Should Be MMOs
News & Features Discussion « General Discussion
8/04/11 1:04:02 AM
FF Tactics/FF12/Vagrant Story online (preferrably not operated by Square Enix - just allowing another company to use and expand upon their property) Strategic gameplay is lacking in most of the MMOs I've played, and it's the key element in this branch of the FF franchise. An updated action-y turn-based combat system and body-part targeting would be interesting.
Xenogears (not Xenosaga) with a mix of on-foot and mech combat, even allowing mixed battles. I especially liked how "magic" was handled by technology through the "Ether Drive"... since I hate traditional fantasy magic and real magic. (the only big issue is the special nature of the "good" mechs responding only to a set group of animas, although there were some pretty strong unrelated gears that all players could potentially use.)
Metroid - exploring the universe and hunting aliens in a cybernetic power suit that can shrink down into a ball. Going after bounties and finding powerups as you go. Mixing weapon properties on the fly. Oh yeah, and a personal ship as a customizable home with trophies. Fun times.
3 is good enough for 1am.
General: Fuller: How Do You Pick Your MMO?
News & Features Discussion « General Discussion
10/22/09 11:36:56 AM
My "Big 3" criteria:
1 : PvP:
PVP style is a deal-breaker, regardless of anything else the game has to offer.
2 : Classes / Combat options (gameplay):
3 : Solo-ability:
Those are my "Big 3" criteria. If those are missing, I won't be able to enjoy the game for long (or at all in some cases.)
These next things may draw me to a game, or hold me in the game longer than I intend to stay:
4 : Friends:
5 : Story:
6 : Price:
7 : Developer Feedback:
If developers are aware of the state of the game, and show a real understanding, I have hope that the game may change for the better. This shows there is potential for greatness.
When developers are silent, and simply release updates without their reasoning, players can feel like they are being ignored (and they very well may be.) This problem becomes even more noticable when there is a language difference between developers and players.
There are a few other things I look for, but they don't make or break a decision. They would read more like a wish-list, so I'll save that for a relevant topic.