Ever wonder why you can autogroup with people, do an entire dungeon, finish and not say one word?
Why MMOs becoming more solo oriented and less socialness required?
It isn't specifically because devs want to make singleplayer games, or they'd make a singleplayer game...but because that is how society is now
Go any public place, any place...how many people are talking to each other? Not saying a group of friends talking to each other, but how many people are talking to others outside their cliches? Or how many are not even talking?
Almost everyone is looking at their phones, saying nothing
Go to a hospital waiting room, everyone is on their phones, no one speaking to anyone or barely paying attention to anything going on. Seen teens ignoring their sick family members (grandparent(s) for example is one I see often) just to be on their phone
Go to a mall, and its only people talking to their own cliche friend groups, or sitting on their phones saying nothing
Go to a store, and a lot of people choose the self checkout line and not an actual line with a checkout clerk
As just some examples
It isn't exactly MMOs changing to be less social, it is the human race becoming less social as everyone tunes into their music or glued to their smartphone and saying nothing to each other unless they are talking to their own friends/family. But if one only talks to their own friends and not random people and it seeps into the MMO world, that doesn't make for a very social MMO. Nor does all the vast majority glued to their phones make for a very social atmosphere, which often seeps into video games as well.
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I have had similar experiences to what you describe, but I have had the opposite also. I recently...well like 4 months ago moved to Hawaii and resumed a sport I had given up on a couple of decades back, Surfing.
From buying a board to paddling out to the lineup at my local spot the first time, I ran into nothing but very friendly and helpful people. As a matter of fact, several surfers in the lineup skipped waves to let me try and gave me advice until I got my 2nd first wave as I call it now.
Point being, I think if the situation calls for being social, it is still there, its just there are a lot of places where it's better to stay in your own little world. imo.
One of the big problems I have with games is: once the majority of the challenge was removed, people got bored so they started to look for ways to amuse themselves and a lot of times (in my experience) this was by "trolling" other people. Gear score too, instead of taking people on adventures people would just ignore others if you didn't have the proper gear score.
So it started with having to be in a guild full of people you could (hopefully) get along with in order to want to be social. And even then it sometimes still becomes unpleasant.
Then, there are just people out there that thrive on drama, and they have found their way into games. So after a while, chat gets muted if possible, you only group when forced to and let's face it, I have not played a game in a long time that forced me to group in order to do something I wanted to do. Anthem forces me to group but there is no chat other than voice, and lol you can turn that off!
You can't force people to behave and without the ability to hold people accountable for their actions, I am convinced we will see more and more games where chat is an option in any form.
Probably a good reason MMORPG games aren't worth making. No one wants to be social online anymore. Or comparatively few do I should say.
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Why MMOs becoming more solo oriented and less socialness required?"
I have actually mentioned it MANY years ago that the majority of mmorpg players were not true rpg gamer's,they were more just new online gamer's that wanted to be a part of the popularity crowd.
To make a claim it is more about modern society is leaning on what basis,there were only a VERY small handful of games that were not linear solo minded games pretending to be mmos.
As far as the other popularity,the cheaply made games like the LOL/dota's and the BR's,well games that utilized BRAGGING rights have long been popular and why the aimbot became so popular 20 years ago.
Even the Esport aspect has been around a long time,we even had the Twitch equivalent of Justin.tv,we had the World Cyber games in Korea,MANY years "2000" before this modern era of gamer.
The only thing that has changed is developers have run out of niche markets to target,so we see these new gaming modes that are really just new names but the EXACT same game play we have had for a very long time.These become more popular because they are VERY easy and cheap for developers to make,it is sort of like developers have FORCED a CHEAP market onto us by flooding the market with these low budget games.The market is simply WAY too over crowded for develoeprs to risk going large budget and long term,everything is a push to the fast dollar.
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If you look at EQ, a lot of the chatting was done during the down time, in-between fights and pulls, where you had to meditate back mana, and the like. These games had a lot of just sitting around and literally stuck doing nothing, I mean in EQ there were prep time for raids that would take hours just getting everyone together, sorted into groups, and ready to for this encounter, so this was a prime moment to chat with other players. But even in EQ, once the fight started, people shut up and fought, they knew their role, knew the rotations, and the better the group the faster the fights happened, the less people chatted. A great group was a group of constant pulls and no chit-chat even back then.
Now in a modern game like GW2, when a player join s a group for a dungeon run, there is little to no downtime, even modern raids have little to no downtime, it is expected that players already know what they are doing, have researched the raid or dungeon, and you all get in and the goal is to get the dungeon over as fast as possible, and then go your merry way.
With things like Discord, it's easier to chat with your static and guild, it's also easier to realize people talk endless nonsense, which makes talking to just your static often the most enjoyable option. (Penny Arcade just did a few comic strips about this)
But even in games like GW2, if you hang around Lions Arch, where players are doing a lot of "Down Time" activity like crafting, buying and selling, etc, there is a huge amount of public chatting going on.
So people have not really changed, the game play has changed, it has become faster paced, less down time, and thus builds a situation where players do not have much opportunity or motive to just chat, and the more intense the game, the less players want to be distracted from it with non-game related ramblings.
But that is more the nature of the game design than players in fact not wanting to chat, as in games like GW2, there are often endless invites for players to join a discord channel for any long term events, like WvW for example.
Well yeah...but no.
Games always ve been for kids...and they are still for kids. Too bad new generation born with mobile in their hands havent seen real life at all. And like it wasnt enough...they have mobile internet now. >.>
First of all its not just about MMOs. SP/MP games, movies, cartoons and books are also affected (it happened like 5-4 years ago.)
But worst part is...that adults wont do anything about it...they start to pretend its good instead...in order to get MONEY ofc.
SIGH
https://www.siliconera.com/2019/03/02/square-enix-appears-to-have-disabled-streaming-for-left-alive-amidst-a-rough-debut-in-japan/
"Downtime" was when we not only interacted with our group, but also gave us time to eat, refresh our drinks, talk to the kids/significant other, walk the dog, do potty (bio) breaks, and so many "real life" interactions. "I'M NOT CLICKING THINGS! GET RID OF IT!!!!"
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
AOL was one of the largest, my friend met his wife there 19 years ago, not to mention AIM.
MySpace launched in 2003, Facebook 2004, Twitter 2006, all existed during the heydays of early MMORPGS even if the masses were unaware.
So I'm not willing to lay much of the blame on the existence of social media tools or their use on why MMORPGS are less social.
There is a far greater factor.....because their designs no longer encourage or even permit socialization in them.
I assume it's due to fact they cater now to a large audience which doesn't value it in their games.
These days I think I'm now one of the masses.
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You asked:
"Why MMOs becoming more solo oriented and less socialness required?"
Then you go into social reasons as the only possible answer ... no proof, no metrics. Yet, ALL the metrics and historical proof clearly reveals that the trend toward mass audience, easy mode gaming is because the entire industry is kept afloat from F2P and micro-transactions models which only exist through maximum participate with maximum ease of entry so the RMT model is maximized.
Audiences vanish from markets when that market shifts dramatically to attract and entirely different audience. This isn't fucking rocket science. The audience is a reactive element of the transition and not the casual element.
Several mmorpg developers are creating legacy servers because of the increased interest for them. Nearly all big developers/distributors are re-organizing and shrinking because of their audience is becoming annoyed over their generic, meta-marketed products built to drain your wallet. The same push back will occur in the mobile market too ... just wait. The future mobile market crash will be massive. It is not sustainable.
The table top gaming industry is increasing around the world. These are real human beings getting together to play ... oddly despite them ALL having cell phones. Trends CLEARLY show that gamers are sick of the unified audience approach to development.
The success of failure of Classic Wow will clearly reveal the true nature of the industry and it's culture. The trends however, clearly point to returning interests in niche gaming.
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