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There are a lot of compelling reasons to want to play an MMO as a loner. But sometimes that's just not possible and there are equally compelling reasons why it just plain sucks. MMORPG.com Associate Editor Suzie Ford takes a look at what she believes are the top five reasons why being a lone wolf just ain't all it's cracked up to be. Read on and then tell us why you think soloing simply stinks.
A few weeks ago, I wrote The List covering the five reasons why I think soloing in MMOs is a great thing. But being ever-mercurial and after giving it more thought, I decided to explore the opposite side of the coin. While I still find a lot of things very attractive about going it alone in my favorite MMOs, there are some very compelling reasons to join up with others.
Read more of Suzie Ford's The List: Five Things to Hate About Playing Solo.
Comments
Hard to argue with the list. For me though, the only real downside to going solo is not having my friends in a game. I am OK with joining a guild of people I don't really know, but it is very much my preference to play games with the people I already know, or at least am familiar with.
** The numbering seems kind of wonky though - 5, 3, 3, 4, 1?
I can not remember winning or losing a single debate on the internet.
Honestly, missing endgame content, and sometimes not having anyone to talk to are the only downsides I can find, but I still prefer soloing.
Btw.. The numbers are a bit messed up..
Yeah, so I see. Oops. :P Fixing!
Never said I could count....
¯\_(ツ)_/¯
Fair list. For me, a predominantly solo player, and I mean very solo like no guild in Lotro on my Hunter and I just hit 75 yesterday. I think I grouped twice for 2 quests with people in the area doing the same ones and maybe 2 words were said? I digress...
I don't mind grouping or being in a guild, but, I just find I like my pace of play better with no distractions. So...as to the list:
5. Capes - Ok...I can live with or without em, no big deal to me really.
4. No one to talk to or hang with - just like RL, I'm not a very social guy, I just don't get my points across the same way as everyone else. People usually misunderstand my comments and go off on tangents when I say things. It tires me out. BUT, I'm not completely socially inept, I can chit chat with the best and have in games. It usually ends up making me walk around in circles though lol so the gameplay suffers.
3. Guild Housing - only experienced this in 2 games, SWG and EQ2 and EQ2 was the only one worthwhile but only due to the conveniences of teleports, crafting depots and stations. Otherwise, I never spent time there for anything else.
2. Guild Banks - same thing, I rarely if ever use Guild banks. My own bank usually suffices and I'm not a moocher so I tend to leave things in guild banks even if there is something I can use in them. Plus..I hate asking officers or those who can access the bank to get me an item. Just irks me to do that.
1. End game content - this is tough...I've done the raiding game in a huge guild in WoW and just found it very unfun. Same with Lotro, and EQ2. So....endgame content that requires a guild for me is wasted. Hence why I like games with tons of OTHER things to do at endgame, like storylines, pvp, crafting, mini games, etc. OR I just roll alts and play the game on new characters, IF the game has the right type of leveling progression replayability, which is a whole new argument unto itself.
I know, some of you are reading the above and going "why does he even play MMOs?" but just realize I'm just one style of player and I only gave the basics of what I do. I don't play games for challenge or extended group play, I play them for "world" experiences, escapism and meta gaming/puzzle solving. Sorry about the long post, I'm feeling chatty today, rofl.
Good list. I personally can't argue with it, though I've never given a crap about guild banks.
I've been playing CoX since it went free and I've been a bit disturbed that after being away from MMOs for awhile I found myself not only not intersted in grouping, but downright hostile when someone tried to cajole me into joining them. I don't understand what changed. I cut my teeth on mostly the early hardcore PVP MMOs where a player without friends was nothing but a target. So working together was pretty much a necessity.
All I can think is that the last slew (or possibly spew) of MMOs that were more solo friendly and made guilds a bit pointless for everything save raiding have befuddled my brain.
It makes me wonder if when the bigger games come out in the next year or so if I'll be able to turn myself back into a team player, or go on being an MMO hermit.
"Gypsies, tramps, and thieves, we were called by the Admin of the site . . . "
How about "the game is a lot harder if you're playing a support class"? Games that are really centered around solo play, but still include support roles... if you're not the type to play a blaster or a melee machine, and opt for something a little more subtle, you're going to have a much harder time.
The only way that games seem to have solved this is by simply not really having support classes anymore, and just giving some support abilities to DPS classes.
Important facts:
1. Free to Play games are poorly made.
2. Casuals are not all idiots, but idiots call themselves casuals.
3. Great solo and group content are not mutually exclusive, but they suffer when one is shoved into the mold of the other. The same is true of PvP and PvE.
4. Community is more important than you think.
Im one of those ppl that like to mostly solo unless the content calls for me to group with someone. Due to pugs and guild drama queens I prefer it this way.
SWTOR after beta testing is a breath of fresh air in that it makes me wanna group with others.
***Raises plunger in salute to Sith Sorcerer's everywhere!***
All my opinions are just that..opinions. If you like my opinions..coolness.If you dont like my opinion....I really dont care.
Playing: ESO, WOT, Smite, and Marvel Heroes
Never thought soloing the entire game in mmos would be a huge issue. Ofcourse soloing in multiplayer rpgs and single player rpgs is more fitting for solo play, it makes more sense. MMOs for the most part need to be group based. Solo play is just wrecking the mmo genre to pieces.
5, 3, 2, 1, and half of 4 can all be resolved by developers who refuse to limit or punish soloers for their play style choice. The other half of four? Yeah, it can get lonely. Yep, I talk to myself too if I play alone too long, and have also resorted to general chat from time to time.
Well, the guild bank one is not an issue for me because I do craft, I can see how someone who doesn't like crafting is out of luck without other players around to take up that burden!
I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.
~Albert Einstein
Much of that list I can easily ignore. There are such things as guilds of one -- player at least. I'm usually able to create my own guild in games I play to house just my own characters. That gives me my own guild bank THAT'S ALL MINE to use to store only MY collected crap. It gives me a cape THAT WAS DESIGNED BY ME, so I don't have to feel embarrassed wearing a laughably awful design that looks abominable with the gear that I like to wear. Last, a guild house is sometimes possible as well, even if it requires a lot of extra effort to get or equip. That's a challenge that I embrace and is a long-term goal that is sure to keep me playing for much longer than if it wasn't available.
The only thing that irks me is being cut off from end-game content. But seeing that the only alternative is to waste my time screwing around with people I generally wouldn't talk to if even if we were just stuck in line for a cup of coffee, not spending my leisure time with them is a benefit unto itself.
Really, the only that I don't like about soloing is having to listen to the persistent yapping of social butterflies, complaining bitterly that I want no part of their group hug and questioning even my right to play MMOs. Of course, that kind of fascist attitude only strengthens my resolve to play alone, but it's still irritating to listen to constantly.
5) that really only applies to a few games.
4) Solo play and not socializing are two different things. i play solo but I still make friends and chat all the time.
3) Couldn't care less about a guild house
2) Most guilds make you pay full price for anytjing inside the bank. Kind of like a less convenient AH.
1) I've always been able to raid o.O
1- Because soloing while fun for a while ITS BORING ...........
2-Because w/o friends , the X mmorpg population will plummet
the only reason "jhonny" is still playing X game is because his/her friend is still playing...
3- Playing Tank/healer/support solo isnt the reason u made a tank/healer/support in the 1 place :P
4 Beacuse we are tired of soloing (quests, grind, farm) , group countent is ignored by the playerbase until endgame ........ and thats just wrong
I grouped almost exclusively in EQ1 as a wizard, until I hit the glass ceiling where the holy trinity was the most desired and wizards were only really called on for raids. At that point I learned to solo, then I found I really enjoyed soloing. No more waiting endlessly for groups, no more having to put up with people being dicks about loot, etc. Sure, grouping IS fun. I still do it from time to time. I'd much rather dungeon crawl and explore/quest on my own time at my own pace.
None of the points pertains to me at all. I could give a rats butt about guild fluff and when I feel chatty I chat in the open channels. "End game" is not all about raiding for me. I've done raids, but really, I have better things to do with my time that play the waiting game and grind and the hope that something that I could use not only drops, but I get the roll for it.
I'm never lonely, I get to do my own thing, ..aaaaand.. I am still social, PLUS I don't have to deal with guild politics or obligations. Win Win.
None of those things are issues for me.
I pretty much play MMOs only with RL friends, family members and hand-picked internet friends anymore and if none of those are around (for example, on Anarchy Online or Vanguard, which I don't think I could get any of my friends to play even if I bribed them with real money), I stick to soloing. If that means missing out on some content, or not having someone to talk with on the game, or whatever, so be it. It is a price I am perfectly willing to pay in order have a better quality experience.
Everything besides no endgame is kinda a choice that comes with soloing.
Of course advanturers doing dungeons have cooler looking gear, read any cheap fantasy book and you'll see that the cool stuff is plundered in dungeons, evil castles and similar places.
But no endgame is just the devs being lazy, allowing people to solo the rest of the game but offer no endgame is both lazy and stupid, you learn players to play a certain way (which usually nowadays is faster and easier) and then suddenly forces them to group in hard content. Most players who solo up to max have no experience of group dynamics and when they try to group they aren't good enough. That means that they either start an alt or quit.
Either MMOs shouldn't have solo content at all or it should offer the soloplayers a endgame just like everyone else.
OP, I know you need to be provocative to get readership.For myself......99.999% SOLO is my playstyle.Doesn't mean I don't play with others.I love group conflict in games like DAOC. I just don't like to group ...be forced to group...or play games heavily oriented to group play.
So MMOs are really like the mall? That popular mall all your friends hang out at, not the other one no one ever goes to?
And even though you're completely bored with the scenery, because hey, you've seen it a thousand times, and even though you really don't need or want a new pair of shoes, you're going to the mall anyway, to see your friends? And you'll probably spend some money while you're there?
Pretty sad commentary on MMOs. At least the mall never had a cover charge. People who are bored with their MMO should save some money by unsubbing and going to a chatroom or facebook or maybe even to the mall.
But some of us still want to play games that aren't boring even when our friends aren't online.
I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.
~Albert Einstein
#0. It's like playing $15 bucks a month for an inferior single player RPG experience.
1) If you die it is totally your own fault. There will be no one to blame but yourself. That makes soloing depressing since it will bring home your inaptness and you cannot blame some other guy for your clumsiness.
2) Talking to yourself is definitely more entertaining than talking to another person but you need someone to yell at and be mean to and playing alone excludes this option.
3) If you do not have a travel power you cannot bum a ride from a fellow team mate .
4) You cannot ninja loot yourself.
5) Cybering alone is by any standard sad.
^^ This!
Been there done that, all too often, and in the end you come to realize that the game can and is fun whether or not you conform to the raiding/end game mentality. The game becomes about playing, enjoying your time in the world, socializing with your friends..not because you have to, or because they are in your guild, or on you raid team, but because you like your friends and want to socialize with them.
The "prestige'" or "perks" that comes from the conformity really isn't worth the negativety that comes along with it. Some of us do know that you can group up while your a solo player, the issue is that few on the flip side seem to understand or agree with it. To them, you can't be a soloer if your a group player, makes you wonder why they see it that way? Part of the click, or your not part of the click?
Lets look at the list of 5 shall we...
5) A perk given to people for being forced to play with others. "If you dont join a guild, you can't wear a cape." It's a nice way to design a game isnt' it? Can't get people to get together and be socialable, toss out a carrot on a stick to entice them to do it 'on thier own'.
4) A misguided belief that in order to have social interaction, people must be pushed into social groupings. THIS does however have the opposite effect more often than not. Sure, the members of a click (which is what they become), tend to eventually segregate themselves, communicating only within thier formed social groups. Ever ask someone in an MMO guild who they chat with on a regular day? Ever hear them give names of people not in thier guild? How about even 50%...30%...10%...2% of the people they chat with each day being outside thier guild? Is this because people outside guilds dont chat with anyone, or becaue the people inside the guilds never bother to TRY and communicate to anyone NOT in thier guild? Think about it...when was the last time you talked to someone outside your guild that wasn't on a Global chat channel making some stupid comment that just begged for a stupid comment in return? How about the last time you met someone out on the hunt, took a few seconds to just say hello, tell them you liked thier shoes...ANYTHING!
3) Being a lifer on LoTRO I can say I like the kin house....but I also like my own personal house as well. DO I gain much from the kin house? Really? Sure I get to place a few trophies up for my kinsmen/women to see and ask about, drop some junk I dont personally need in the kin chests for them to grab. But you know, after your a level 10 kin for several years, the house is just a cash catcher, no matter how active your kin still is, it eventually becomes a collection of old trophies gathered years ago by people who are no longer playing. Want to help you kinnies out, drop some good loot on the AH for just your kin to purchase dirt cheap (cost), do a few inspects on your kinsmen, see if they need anything crafted - craft it, and just give it to them without them even asking for it. Do you need the house 'perk'...as an officer in three level 10 kinships for over 2 years each, I can tell you without hesitation, you can definately live without the 'cool' house and still make your kinship a great group of peopel to play with. Its just another carrot on a stick. People dont join (and STAY) in a kinship just for the perks, they join and stay because of the people they play with that are in them.
2) Guild banks... this really is a nicety for guilds. But, as you mentioned LoTRO already in item number 3, you should also note that its not in that game at all, and it works perfect without it. Ok, ok, you could say the extra 1 chest in the kinship house is a form of a guild bank. BUT, I can add permissions for anyone I like to have access to the chests in my personal house the same way. If I have extra mats I want my friends to have access to, I dont need to be in a guild/kinship just to be able to do this. The point you should be making about this 'perk' is not that its a nice thing to have, but rather why the game designers wouldn't just give you the ability to do it being outside a guild/kinship like LoTRO does. Why, again, do they have to force you into social groups just to be able to do something you should be able to do anyway? People should really stop accepting that these forced social engineering tools are the way it should be, and start expecting the game designers to just give you the ability to do them without playing the game the way THEY want you to play it! Why can't I have a personal house, with a personal storage chest in it, that I have the ability to designate WHO I want to allow access to it? I mean seriously, I could to that back in DAoC, its NOT a new concept. What the new concept is, is that for some reason, you now have to be in a guild, to be able to do it??!?! Am I the only one who is wondering why?
1) Forced grouping...oh I'm sorry..I mean 'End Game Content'. Every MMORPG out there past UO has had some form of forced grouping in it. Originally it started out as a way to give those people who had mastered the rest of the games challenges, something harder to occupy thier time. Sometime after that, the game designes decided that it took less effort to program just this harder content than the entire games content. When this happened, the journey to the 'end' became a treadmill with a single objective of reaching the 'end game content'. This mythical content, really is just the game, the rest is nothing but a filler now in 95% of all MMORPGs on the market. The biggest difference though, is that this 'game' we have now is all grouped content.
I remember playing my characters in several older games where it took me months just to gain a single level. It wasn't grind either as so many like to refer to it now, it was the game. There was plenty to do along the way, and when you did reach the end, it was just more of the same content up there as it was a year earlier. Here is where it all went wrong. There is one game out there that understood this and just took the road less travelled when the change happened, Guild Wars. Thier game was built around the end game concept, but instead of forcing you to play the filler, the grind, up through endless worthless, meaningless, repetative quests to reach the REAL GAME, they just gave you the option to reach the end game and play right then. And why are they the only ones to do this you ask?? Because they were a buy to play on thier customer model. They didnt make thier money off of dragging you along for months and months and months, they made it up front on the boxes of the game and each expansion. The point here is this. this 'end game', 'forced grouping', whatever you want to call it, is the cheap and easy way for game designers to get the game out there. If they wanted a full game, they would creat a game like it used to be, with content 100% of the way up, from level 1 to infinity. RIght now they only have content at the end, the rest is a five minute hack job on the programming side, just enough to get you through to the next zone on your journey to the end.
Again though, I beg the question of why so many except this as the way it SHOULD be? Why do we, the players accept the 'easy to program' model as the way we want our games made? We have conformed to the play style they gave us. We look at the way they present the content, and then chose to push ourselves into forced social groups just to be able to play the packets of content these lazzy game designers gave us. And this acrticle here, re-efnorces these behaviors. Instead of asking why we can only have these things unless we are socially grouped...the author presended the case that we shouldn't ask why, but rather why would you not want to be forced into a social group?
Just some food for thought on the flip side here.
So your list basically breaks down to ... a) your not in a guild and b) you do not raid with a guild.
These are both completely false for people that do like to solo. I can be in a guild but do my own thing. I can usually find horrific PUGs when I want to, and do not have to miss out on any of the content in any of the games I have played. So I fail to see the relevance of the comparison of being in a Guild and Playing Solo being at opposite ends of the spectrum. You can do both, or neither and still cover the points listed here
Actually, my article boils down to: 1) I'm not in a guild by choice though there are some obvious, though small, advantages. 2) I still solo 99.9% of the time. 3) I still don't raid or do dungeons, again by choice.
But I felt I had to come up with something for the anti-soloing crowd. :P
j/k Everyone!
¯\_(ツ)_/¯
Odd list. The only thing I usually encounter on an unguilded toon is the lack of guild storage. All the other points are heavily depending on what MMO I play.
Also I usually get to know the game before joining a guild. By then I already have made some new contacts to group up with that have a similar playstyle as me.(I dont like random PUGs). Also a guild doesnt guarantee that. After joining them, you still have to get to know them and it can turn out that they dont really share your playstyle.
In some games I prefer to solo most of the time, especially if I like the exploring or crafting in that game. But guilded or unguilded, I always build a friendslist and those are the ppl I play with most of the time.
I like playing solo because of the freedom. Nobody is waiting on me if I decide I need to go grab a drink, pee or just zone out and watch something that caught my eye on TV. I have the most fun, however, in a group of close friends. People that I've gamed with for 6 years now that I get together with and we just do a variety of things together, in vent, and have fun.
Guilds for the most part, are a huge pain in the ass unless they are small. There's always at least one loot whoring greedy motherplucker, one epeen swinging, no real life having, social misfit who won't shut up in vent and one guild drama attention slurping pig that needs to tell everyone in guild how terrible her relationship with her husband or boyfriend is, singing all of the guildgeeks into a hormone spewing crescendo of a witchhunt where they all want her significant others head on a pike.
By not doing dungeons or raids, you do miss out on some pretty neat game content. I'm happy that Rift found a creative alternative to let solo players see some of the additional content without making them group up with 25 people.
No bitchers.
I don't get how people can play MMOs solo. It's boring as heck. I am almost never solo in any game I play, and I tend to play with friends that I've played other games with, so we know each other well. You can take just about any horrible game, add a friend grouping with you and it's at least 10x better. I don't know how soloers do it.