Does anyone know in what sized groups people buy games together? If you decide to pick up a game with real-life friends, how big is the group usually?
Are couples most common, or groups of 3, 4?
This is not considering people you actually meet in the game - e.g. playing with your friend and then meeting 3 other people in-game to regularly play with.
Once you actually start reading the thread he goes on about groups of people buying games together lol.
Wtf are you going on about?
Do you mean what is your MMO group size or what do groups if people buy games together.
The title and your post don't make sense.
Sorry, fair point. I couldn't figure out the title.
I just wonder how many tightly knit people play together.
If I were to design a "mini-guild" system aimed at tight-knit communities, what number can I use so that I won't lock out the majority of people? I would like a number between 2-4.
If the majority of people play in groups of 4 RL friends (for example), I don't want to design a system that supports 3 - which is the reason behind my question.
I usually buy two copies of each MMO I plan to play, one for me, and one for my daughter/partner to share. If they do not like the game, I have alts, many, many alts.
As for RL friends that I game with, there are 7 of us that tend to stick together, and migrate from game to game together, but each of us also know a few other people that tag along from time to time as well, depending on the game.
None of my RL friends play MMOs, so I never buy a game with them in mind. I do, however, have a bunch of e-friends I've been gaming with over the years, and will occasionally pick up a title (not necessarily an MMO, though) that they buy/plan on buying if it looks cool. Sometimes it's 3-4 people, other times it's entire guilds worth of folks (20-40+).
We used to be with 7 after our first MMO where most of us met, but now with RL in the way, it varies and depends on the type of game. Rarely MMO's anymore though and not often all of us go for the same game anymore.
The only game we all still play is modded Minecraft on a server that I host. This is our default that we fall back to.
The guild I used to run was really tight knit. We had somewhere in the region of 50-75 active members at any given time.
When a new game was announced we would usually have a group discussion about whether we wanted to play it or not. For most of us, the guild was more important than the game so we would only move if a new chapter of the guild would be started.
So, when I was playing LotRO and WAR was announced, about 20 of us made the move and I ran the new WAR branch of the guild. When WAR turned out to be shit, most of us moved back LotRO. When RIFT came out, most of us didn't want to go so I think only 2 people bought it and moved. When SW:TOR came out, most of us wanted to move so about 30 of us moved, including most of the leadership so our LotRO guild had to end. When Wildstar came out, we decided against it so only 1 went.
These days, the guild is no more so my decision making is singular again.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
Does anyone know in what sized groups people buy games together? If you decide to pick up a game with real-life friends, how big is the group usually?
Are couples most common, or groups of 3, 4?
This is not considering people you actually meet in the game - e.g. playing with your friend and then meeting 3 other people in-game to regularly play with.
I met some great people in Lineage 2 so whenever a game comes out one of us will send out a note and if there is interest we buy it.
About 4 or 5?
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Once you actually start reading the thread he goes on about groups of people buying games together lol.
Wtf are you going on about?
Do you mean what is your MMO group size or what do groups if people buy games together.
The title and your post don't make sense.
I think it's clear up to this weird sentence: "This is not considering people you actually meet in the game - e.g.
playing with your friend and then meeting 3 other people in-game to
regularly play with. "
He is definitely talking about a group of people buying games together. But why is it important that they not be people you met once and then regularly buy games together?
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Once you actually start reading the thread he goes on about groups of people buying games together lol.
Wtf are you going on about?
Do you mean what is your MMO group size or what do groups if people buy games together.
The title and your post don't make sense.
I think it's clear up to this weird sentence: "This is not considering people you actually meet in the game - e.g.
playing with your friend and then meeting 3 other people in-game to
regularly play with. "
He is definitely talking about a group of people buying games together. But why is it important that they not be people you met once and then regularly buy games together?
You're right. It should not matter if people meet in one game and then buy another together. Or even if they meet early on in the game and then play together all the time. That might all be equivalent in practise.
My game is set in ancient Egypt. I've been thinking about social groups. And next to cults (factions) and trade partnerships (guilds), I was toying with the idea of a household or a family. This would be a social group that's very small and essentially shares the fate of its members closely. If one person gets famous, the others would share part of the reputation. Similarly, if one becomes a villain, the others would have a hard time.
This is mainly motivated by lore at this point - there was a lot of focus on households and smaller communities. So I've been wondering what that would even mean in terms of gameplay. And most importantly, if this would resonate with players.
I usually try to find games that I can play with my wife and adult son. It gives us an advantage that we can do some group content right from the start of the game. I do try games alone at times first but that is mostly to see if it's worth recommending to my wife and son.
I've heard of large guilds that play multiple games together all getting the game at the same time and someone once mentioned in Star Citizen pooling their money together to buy fleets of ships for the corp.
But other then the people I meet in game I don't play with the people I know in real life. Most of us are just into computers and networking in general and usually spend a lot of time talking about that.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Comments
MMO Group Size.
Once you actually start reading the thread he goes on about groups of people buying games together lol.
Wtf are you going on about?
Do you mean what is your MMO group size or what do groups if people buy games together.
The title and your post don't make sense.
I just wonder how many tightly knit people play together.
If I were to design a "mini-guild" system aimed at tight-knit communities, what number can I use so that I won't lock out the majority of people? I would like a number between 2-4.
If the majority of people play in groups of 4 RL friends (for example), I don't want to design a system that supports 3 - which is the reason behind my question.
If they do not like the game, I have alts, many, many alts.
As for RL friends that I game with, there are 7 of us that tend to stick together, and migrate from game to game together, but each of us also know a few other people that tag along from time to time as well, depending on the game.
The only game we all still play is modded Minecraft on a server that I host. This is our default that we fall back to.
When a new game was announced we would usually have a group discussion about whether we wanted to play it or not. For most of us, the guild was more important than the game so we would only move if a new chapter of the guild would be started.
So, when I was playing LotRO and WAR was announced, about 20 of us made the move and I ran the new WAR branch of the guild. When WAR turned out to be shit, most of us moved back LotRO. When RIFT came out, most of us didn't want to go so I think only 2 people bought it and moved. When SW:TOR came out, most of us wanted to move so about 30 of us moved, including most of the leadership so our LotRO guild had to end. When Wildstar came out, we decided against it so only 1 went.
These days, the guild is no more so my decision making is singular again.
About 4 or 5?
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
So perhaps another consideration should be will the game design support or perhaps even encourage multi boxing?
A paid account is a paid account, regardless how many players are actually present in the game world.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
He is definitely talking about a group of people buying games together. But why is it important that they not be people you met once and then regularly buy games together?
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
My game is set in ancient Egypt. I've been thinking about social groups. And next to cults (factions) and trade partnerships (guilds), I was toying with the idea of a household or a family. This would be a social group that's very small and essentially shares the fate of its members closely. If one person gets famous, the others would share part of the reputation. Similarly, if one becomes a villain, the others would have a hard time.
This is mainly motivated by lore at this point - there was a lot of focus on households and smaller communities. So I've been wondering what that would even mean in terms of gameplay. And most importantly, if this would resonate with players.
Bren
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beat();
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But other then the people I meet in game I don't play with the people I know in real life. Most of us are just into computers and networking in general and usually spend a lot of time talking about that.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey