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Creating a mmorpg for soloist is the stupidest thing ever

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  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Scot

    The reason MMO's went solo was to make them more like Solo RPG's. There were way more solo rpg players than MMO players back in the day, so that was the market they wanted to appeal to. The fact that Massive and Solo are the antithesis of each other did not matter, getting in more players was all that mattered.

    So the games were made solo friendly in stages until you could solo the game to top level and do everything other than raids and group dungeons on your own. Will raids survive? Not sure on that one, but I would not like to bet on it. With todays solo games online and todays MMO's 100% solo friendly, they have become two sides of the same coin.

    The fact MMO's now have more players is not a sign of gameplay success, MMO's have not become bigger games by becoming better MMO's. They have instead changed who they appeal to and got a larger player base as a result.

    Entertaining more players is a sign of gameplay success.

    And don't forget *some* MMO features like AH, and that you can show off gear, and crafting, can add to solo (SP) RPGs.

    Big raids certainly did not survive (40-100 man). Smaller raids may as long as you have LFR tools to make it more casual friendly.

    I don't think MMO will go all the way to SP games, but fantasy pve ones certainly will be more small group co-op friendly because that is what dungeon adventure is all about.

  • maplestonemaplestone Member UncommonPosts: 3,099

    Rule of thumb: if you manage to convince yourself that the way other people are playing a game is wrong, that's *your* problem, not theirs.   The only choice you have to make is whether or not you want to play the same games.

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Scot

    The reason MMO's went solo was to make them more like Solo RPG's. There were way more solo rpg players than MMO players back in the day, so that was the market they wanted to appeal to. The fact that Massive and Solo are the antithesis of each other did not matter, getting in more players was all that mattered.

    So the games were made solo friendly in stages until you could solo the game to top level and do everything other than raids and group dungeons on your own. Will raids survive? Not sure on that one, but I would not like to bet on it. With todays solo games online and todays MMO's 100% solo friendly, they have become two sides of the same coin.

    The fact MMO's now have more players is not a sign of gameplay success, MMO's have not become bigger games by becoming better MMO's. They have instead changed who they appeal to and got a larger player base as a result.

    Yeah, you tell 'em, Scot. MMOs got bigger because they got worse so people flocked to them!

    Do you guys ever walk through these things in your head before posting them or do you just type as fast as your blind rage can concoct this stuff and slam ENTER?

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • GeezerGamerGeezerGamer Member EpicPosts: 8,857

    MMORPGs should be doing everything to encourage group play. At the same time, there needs to be options for solo play as well. The problem, IMO was WoW. I rarely bash Vanilla WoW because I still feel that the original Blizzard team had one of the best MMORPG (Theme Park) formulas which is why it stayed so popular for so long. However, That game had/has probably the worst grouping mechanics for open world questing and leveling in any MMO ever. I am not talking about LFG mechanics either, I'm talking about reasons to be in a group. Or in WoW's case, reasons NOT to be in a  group. There was little reasons to ever team up in the outside world. Dividing gold makes sense, it still encourages solo play and I'd have loved it where you got MORE money for grouping, but I can understand it. But dividing XP? Come on. There is no excuse for that.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by maplestone

    Rule of thumb: if you manage to convince yourself that the way other people are playing a game is wrong, that's *your* problem, not theirs.   The only choice you have to make is whether or not you want to play the same games.

    Yeh. Agreed.

    People really need to get over solo-gameplay in MMOs. Obviously it is popular.

     

  • KaledrenKaledren Member UncommonPosts: 312

    I have never said I didn't want soloing in an MMORPG at all. After all, I did a fair share of it in EQ1. But, there was also a fair share of it where you had to group. And this is where your personal actions on your server came into play and created a better community.

    What I mean is....if I acted like a Dbag from the beginning making a reputation for myself as being a loot ninja, foul mouthed jerk, etc,etc. I would not of likely gotten into groups or Guilds to complete that content as word of mouth got around real fast on my server....and you'd be blacklisted. So for the most part...the community was great because people were held accountable for their actions. Everyone knew everyone..like a small town. Sure...there were still some jerks, but they quickly learned to shoot straight, or start over on another server or a new character. Which sucked much more then than it does now because of what it took to level (Although going from 1 to 15 or so was still pretty quick).

    However, in almost all of today's MMORPG's you can be a jerk as much as you wish with little to no repercussions due to server transfers, cross-server possibilities, pay for name/sex/looks changes, and the fact you can solo to cap. And LINEAR. There is little to no community. IMO.

    Anyways..I kinda got off topic with where I was going. I have no issue with solo content, some fast paced action, or any of the other things some here say. What I take issue with is the things that render the MMORPG into complete extinction  from what made them stand out as unique genre of their own.

    Again, being deep community, quests that are quests and take you across the world to different locations to complete. Not quick mindless tasks that are on map GPS and 30 feet away. Open explorable worlds, character progression with meat, meaningful and useful crafting, and freedom to do and be what you the player wants. Basically, played in the same way as the crowd they were originally made for...the P&P D&D people.

     

    Sadly though....the P&P D&D crowd is by far the minority...as the console generation has been introduced to MMORPG's via WoW. So now they have more and more turned towards playing more like console games.

    I guess we (The older crowd) are just screwed and don't play them, or wait in the wind for one to come along to bring those elements that once made them unique back again and hope it isn't changed by the whining, game hopping masses. Hopefully EQ Next can be that game...but not holding my breath either. After all...it's Sony and Smedley.

  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Originally posted by nariusseldon
    Originally posted by maplestone

    Rule of thumb: if you manage to convince yourself that the way other people are playing a game is wrong, that's *your* problem, not theirs.   The only choice you have to make is whether or not you want to play the same games.

    Yeh. Agreed.

    People really need to get over solo-gameplay in MMOs. Obviously it is popular.

     

    So popular that these SP/ MMORPGs are losing populations a couple months into release because everyone has run out of Solo content?

  • kalen41kalen41 Member UncommonPosts: 16

    BOO WHOOOO!

     People won't play the way I want them to and I'm always right.

    /sarcasm off

     

    People should be allowed to play as they want/need to play.

    I have time to group and some friends are around, great. Should I have to sit around and wait for enough people, sometimes.

    Games design to what they see as the biggest attraction. Being able to solo is one of them.

  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Originally posted by kalen41

    BOO WHOOOO!

     People won't play the way I want them to and I'm always right.

    /sarcasm off

     

    People should be allowed to play as they want/need to play.

    I have time to group and some friends are around, great. Should I have to sit around and wait for enough people, sometimes.

    Games design to what they see as the biggest attraction. Being able to solo is one of them.

    If you look at my 1st post, you'd see that I'm not against solo content. In fact I see it as necessary. You can't always...or don't always want to...find groups. You need alternatives. And not cheesy ones either. MMORPGs have to balance group content with solo. But grouping should NEVER penalize players. These games just do.

    All the latest "socialization" innovation brought into MMORPGs is not social at all. It makes my personal experience easier with regard to other players or a group setting. I'm not against that. I'm all for it. But nothing has been introduced into the genre recently that actually synnergizes group play.

  • Four0SixFour0Six Member UncommonPosts: 1,175

    Solo-able content is fine.

     

    Here is where I see our current system has broken down. Everything is solo-able. We live in a time where the consensus if that "All should be allowed, and have access to all.". Well that is dumb. Team sports suck when not played with teams. Individual "feats" aren't "feats" if done with a group.

     

    I guess what I am saying is "content shouldn't scale", raids shouldn't scale so 1 player can complete it. Mobs shouldn't scale up because you are in a group. Let differences be a good thing, and not a hindrance.

     

    Currently I think we see lots of development for the solo player, not because they "are the loudest" ATM, but, because it is the "lowest common denominator". It is simply easier to develop almost all of the content, so it can be completed by the "weakest". Sure they toss in a couple of raids, or dungeons, but more and more we see this content simply scales mob health and damage to group, or not-group size.

     

    I think games can be developed for ALL players. But as players we need to understand that to do that effectively, no all content in said will be for ALL players. Unless of course you play ALL playstyles.

  • KaledrenKaledren Member UncommonPosts: 312
    Originally posted by GeezerGamer
    Originally posted by kalen41

    BOO WHOOOO!

     People won't play the way I want them to and I'm always right.

    /sarcasm off

     

    People should be allowed to play as they want/need to play.

    I have time to group and some friends are around, great. Should I have to sit around and wait for enough people, sometimes.

    Games design to what they see as the biggest attraction. Being able to solo is one of them.

    If you look at my 1st post, you'd see that I'm not against solo content. In fact I see it as necessary. You can't always...or don't always want to...find groups. You need alternatives. And not cheesy ones either. MMORPGs have to balance group content with solo. But grouping should NEVER penalize players. These games just do.

    All the latest "socialization" innovation brought into MMORPGs is not social at all. It makes my personal experience easier with regard to other players or a group setting. I'm not against that. I'm all for it. But nothing has been introduced into the genre recently that actually synnergizes group play.

    /nod

    Some seem to think we want no soloable content at all and we want nothing but FORCED grouping. This is nowhere near the case.

    Just need some content introduced that ENCOURAGES group play and gives it incentive. It's been nearly abandoned except in "endgame" raid content in recent MMORPG's. A complete after thought...like crafting, housing, and questing.

  • KaledrenKaledren Member UncommonPosts: 312
    Originally posted by GeezerGamer
    Originally posted by kalen41

    BOO WHOOOO!

     People won't play the way I want them to and I'm always right.

    /sarcasm off

     

    People should be allowed to play as they want/need to play.

    I have time to group and some friends are around, great. Should I have to sit around and wait for enough people, sometimes.

    Games design to what they see as the biggest attraction. Being able to solo is one of them.

    If you look at my 1st post, you'd see that I'm not against solo content. In fact I see it as necessary. You can't always...or don't always want to...find groups. You need alternatives. And not cheesy ones either. MMORPGs have to balance group content with solo. But grouping should NEVER penalize players. These games just do.

    All the latest "socialization" innovation brought into MMORPGs is not social at all. It makes my personal experience easier with regard to other players or a group setting. I'm not against that. I'm all for it. But nothing has been introduced into the genre recently that actually synnergizes group play.

    /nod

    Some seem to think we want no soloable content at all and we want nothing but FORCED grouping. This is nowhere near the case.

    Grouping doesn't have to be forced. Just needs some content introduced that ENCOURAGES group play and gives it incentive. It's been nearly abandoned except in "endgame" raid content in recent MMORPG's. A complete after thought...like crafting, housing, and questing.

  • FoeHammerJTFoeHammerJT Member Posts: 148

    I feel like the simple solution to this is make the world challenging and death meaningful. Then if a player decides to take the risks and play solo, or the extra time to progress to a point where he can solo fine.

    Make the path of least resistance grouping and most people will.

    Create engaging teamwork and people will enjoy it and seek it out.

    Early WoW (Early wow- BC and Vanilla) and EQ advanced gameplay were tough and required a lot of time investment. That's why serious gamers played those games for years and sought out content that causal/solo players would never see. If you make the majority of your content solo play you create a race, not a multiplayer experience.

    Anyone primarily wanting a SWTOR leveling experience can have that in Skyrim, ME, Dragon Age etc etc etc, please don't force this content on MMOs they aren't for you by definition.

  • KaledrenKaledren Member UncommonPosts: 312
    Originally posted by GeezerGamer

    MMORPGs should be doing everything to encourage group play. At the same time, there needs to be options for solo play as well. The problem, IMO was WoW. I rarely bash Vanilla WoW because I still feel that the original Blizzard team had one of the best MMORPG (Theme Park) formulas which is why it stayed so popular for so long. However, That game had/has probably the worst grouping mechanics for open world questing and leveling in any MMO ever. I am not talking about LFG mechanics either, I'm talking about reasons to be in a group. Or in WoW's case, reasons NOT to be in a  group. There was little reasons to ever team up in the outside world. Dividing gold makes sense, it still encourages solo play and I'd have loved it where you got MORE money for grouping, but I can understand it. But dividing XP? Come on. There is no excuse for that.

    /nod

    Some seem to think we want no soloable content at all and we want nothing but FORCED grouping. This is nowhere near the case.

    Grouping doesn't have to be forced. Just needs some content introduced that ENCOURAGES group play and gives it incentive. It's been nearly abandoned except in "endgame" raid content in recent MMORPG's. A complete after thought...like crafting, housing, and questing.

  • maplestonemaplestone Member UncommonPosts: 3,099
    Originally posted by GeezerGamer

    So popular that these SP/ MMORPGs are losing populations a couple months into release because everyone has run out of Solo content?

    Does the word "solo" need to be in that post?

    ( that said, if you are having trouble finding a game that you enjoy and feel like you've become a minority in your own genre, I am not unsympathetic )

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by GeezerGamer
    Originally posted by nariusseldon
    Originally posted by maplestone

    Rule of thumb: if you manage to convince yourself that the way other people are playing a game is wrong, that's *your* problem, not theirs.   The only choice you have to make is whether or not you want to play the same games.

    Yeh. Agreed.

    People really need to get over solo-gameplay in MMOs. Obviously it is popular.

     

    So popular that these SP/ MMORPGs are losing populations a couple months into release because everyone has run out of Solo content?

    Yes .. finish a game and move on ... what is so surprising about that? The model works for SP games, and now for MMOs.

    Just sell couple millions boxes (like GW2), recoup the investment, and plan for the next box (expansion?) sale.

     

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Kaledren

    Grouping doesn't have to be forced. Just needs some content introduced that ENCOURAGES group play and gives it incentive. It's been nearly abandoned except in "endgame" raid content in recent MMORPG's. A complete after thought...like crafting, housing, and questing.

    Obviously not true.

    In wow, the fastest way to level is to do LFD dungeons (after you reach L15 or so, which takes no time solo).

     

  • KaledrenKaledren Member UncommonPosts: 312
    Originally posted by nariusseldon
    Originally posted by Kaledren

    Grouping doesn't have to be forced. Just needs some content introduced that ENCOURAGES group play and gives it incentive. It's been nearly abandoned except in "endgame" raid content in recent MMORPG's. A complete after thought...like crafting, housing, and questing.

    Obviously not true.

    In wow, the fastest way to level is to do LFD dungeons (after you reach L15 or so, which takes no time solo).

     

    Hmmm...I believe that is why the word "nearly" is in there. Apparently comprehension in not your forte.

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Kaledren
    Originally posted by nariusseldon
    Originally posted by Kaledren

    Grouping doesn't have to be forced. Just needs some content introduced that ENCOURAGES group play and gives it incentive. It's been nearly abandoned except in "endgame" raid content in recent MMORPG's. A complete after thought...like crafting, housing, and questing.

    Obviously not true.

    In wow, the fastest way to level is to do LFD dungeons (after you reach L15 or so, which takes no time solo).

    Hmmm...I believe that is why the word "nearly" is in there. Apparently comprehension in not your forte.

    He gave one example, and it was of the MMO that one can safely say millions of MMO gamers play.

    There's also

    • the dynamic events of Rift and GW2
    • the BAMs of TERA
    • the Astral Confrontations and guild objectives of Allods
    • trying to last more than three weeks in ANY PBBG (ex: Evony, Grepolis, Ikariam)
    • doing anything without getting killed after level 10 in Wizardry Online
    • the entirety of FF XIV

    I stuck to the recent ones and the ones that are least likely to get snubbed for not being a 'real' MMORPG. I also didn't include any of the new group content released in older MMOs over the past few years (ex: EVE's Incursions). However, I have the feeling  you're going dismiss these anyway, as the participants aren't explicitly tethered together for it.

     

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • vmopedvmoped Member Posts: 1,708

    I believe game populations tell the tale here.  WoW which was very solo friendly compared to the majority of it's predecessors from the get go amassed over 12 million (just an example).  I don't think their investors found it stupid at all.  Personally I cannot stand having to stand around and wait to find people to play a game.  I find that stupid in my opinion.  I group when I want, solo when I can't.  Options are never a bad thing, forced grouping to advance is too limiting, in my opinion.

    Cheers!

    MMO Vet since AOL Neverwinter Nights circa 1992. My MMO beat up your MMO. =S

  • KaledrenKaledren Member UncommonPosts: 312
    Originally posted by Loktofeit
    Originally posted by Kaledren
    Originally posted by nariusseldon
    Originally posted by Kaledren

    Grouping doesn't have to be forced. Just needs some content introduced that ENCOURAGES group play and gives it incentive. It's been nearly abandoned except in "endgame" raid content in recent MMORPG's. A complete after thought...like crafting, housing, and questing.

    Obviously not true.

    In wow, the fastest way to level is to do LFD dungeons (after you reach L15 or so, which takes no time solo).

    Hmmm...I believe that is why the word "nearly" is in there. Apparently comprehension in not your forte.

    He gave one example, and it was of the MMO that one can safely say millions of MMO gamers play.

    There's also

    • the dynamic events of Rift and GW2
    • the BAMs of TERA
    • the Astral Confrontations and guild objectives of Allods
    • trying to last more than three weeks in ANY PBBG (ex: Evony, Grepolis, Ikariam)
    • doing anything without getting killed after level 10 in Wizardry Online
    • the entirety of FF XIV

    I stuck to the recent ones and the ones that are least likely to get snubbed for not being a 'real' MMORPG. I also didn't include any of the new group content released in older MMOs over the past few years (ex: EVE's Incursions). However, I have the feeling  you're going dismiss these anyway, as the participants aren't explicitly tethered together for it.

     

    Not sure who you are talking to, or even what about with a couple of those.

    Sure...there is Rift, which I played for awhile. Also Allods Online, which I stayed with for a couple of years...but the Astral Confrontations are basically "end game".

    Not really sure what PBBG is tbh. Never played Wizardry Online, so can't say. And never played FF XIV.

    But again..it's why I said nearly and not all...as I can't speak for all as I have not played them all...as has no one else I am safely betting. Of the ones I have played however, "end game" is where the majority of group content took place.

  • KaledrenKaledren Member UncommonPosts: 312
    Originally posted by vmoped

    I believe game populations tell the tale here.  WoW which was very solo friendly compared to the majority of it's predecessors from the get go amassed over 12 million (just an example).  I don't think their investors found it stupid at all.  Personally I cannot stand having to stand around and wait to find people to play a game.  I find that stupid in my opinion.  I group when I want, solo when I can't.  Options are never a bad thing, forced grouping to advance is too limiting, in my opinion.

    Cheers!

    You are conveniently leaving out the fact they had MASSIVE marketing campaigns, which EQ/UO did not.

  • XTC2XTC2 Member Posts: 30

    Says you and who TF cares what you think.  I'll solo and push for solo play in MMORPG"s all I want, got it?  Allow me to explain why:  So I don't have to play with tools like you.  It's that simple.  It's also challenging.

    1 + 1 = 2

    Grouping is easy.

    Soloing is hard.

    Now go back to your safe, little group and proceed to not struggle to advance.  I'll cal you when I need you.

  • Marcus-Marcus- Member UncommonPosts: 1,010

    Oh, its this thread again....

     

    I use to solo all the time in Neverwinter Nights and Ultima Online, both out before EQ. I also did very well for myself, especially in UO. There was no "forced" grouping, and I had everything I could really want in those games.

     

    I love how folks says MMOs have "changed" to all this solo gameplay, when I used to do it all the time.. In my opinion its changing back, so I don't need 40 people to enter into a dungeon, I just go in there and see who I meet, hopefully they won't stick a knife in my back...

     

    Now that's "old school"  :)

     

  • BrianshoBriansho Member UncommonPosts: 3,586

    Developers have gone from:

    1. Making themselves happy.

    to 

    2. Making everyone happy.

    to 

    3. Finally making one type of gamer happy.

    Don't be terrorized! You're more likely to die of a car accident, drowning, fire, or murder! More people die every year from prescription drugs than terrorism LOL!

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