Massively Single-Player Gaming?
Massively is running an article discussing the trend in recent MMOs to enable and encourage solo play. Where the genre's early offerings, like Everquest and Ultima Online, were heavily dependent on finding other people to interact with, it's common for today's games to allow players to experience most of the content by themselves. Quoting:
"It is human nature to want to be the center of attention or at least feel like the hero on some level. It's also not too far of a stretch to call members of our species generally selfish. How can you really deliver this experience if you force your players to ask for help all the time? I think this was simply a natural progression of the genre in trying to appeal to our natural traits. ... Finally, I believe it all comes down to the mighty dollar. Audiences grew and so followed the market and competition. Suddenly, you couldn't make MMOs on the cheap anymore (though a stalwart few still try). Not only are game studios focused on appealing to the solo casual gamer to maximize earnings, they also want to build in artificial time sinks to make players stick around."
Time sinks do not make me want to stick around, they make me want to go elsewhere. I already have a time sink in my life, it's called work. It regularly consumes 13 hours of my day, factor in an average 8 hours of sleep and that leaves me with 3 hours in which to do things like play games, eat food, etc. If the game wants me to spend time essentially doing nothing, then I'm not playing.
Yeah, I had a sig once; I got bored of it.
Its a myth like unicorns or a republican with a soul.
There are many levels of time people put into games. How exactly do you definite 'casual'? If you look at it from the MMO perspective (wow for example) do you count a casual gamer as someone who doesnt raid? how about someone who only spends time in the game for raiding and not much else? What about if the non-raider spends more time in game than the raider, which one is casual?
Be you Admins? nay, we are but lusers!
Killing it through making everything into solo-content, losing out on all the things that the genre would've allowed for. All the many possibilities of player vs player conflict are swept under the rug and turned into endless killing grounds, like the instanced battle arenas in Anarchy Online, WAR and WoW. WAR is a bit on the right track again, with the world being sort of dynamic between the two sides, but things are just going way too fast back and forth. And the world is too stiff.
The idea of players working together, cooperating and prospering in these digital worlds has been lost and we're back in the ego race for the most epeen. Which is sad, because the fun of these games lies in the multiplayer cooperative part. Which was their great attraction piece in times past. Now, it's just a really bad singleplayer game. Consider, if you will, playing any of the many MMOs in an offline game. Everything works exactly the same as the MMO, only you're quite alone. Nothing you do will ever have an impact on the world as it does in proper singleplayer games. The story progresses and things change around your character. In MMOs the best thing you can do is fake this, like they've started doing in WoW, which I find to be just cheap, with the only purpose of it being to greater satisfy the solo player. Leaving nothing in the way of multiplayer ways to see change going on in the world. Sad.
For every sword-and-sorcery or sci-fi themed MMO, there is an offline game, designed from the ground up for solo players. When MMO developers start compromising to accommodate the solo players, the gameplay for the group players is inevitably compromised.
Eve, happily, has resisted this so far, simply because so much of the gameplay flows out of the free-flow Wild West dynamics and economics. You want to be a solo pirate? G'head, Bunky, nothing's stopping you (you'll only catch other startled n00bs, you'll die a lot, and the time v. reward curve will suck, but nothing stops you). The "end game" for Eve is in highly solo-hostile "0.0 space," but there is so much to do in the NPC-policed "Empire Space" that even a soloist shouldn't be able to complain. The soloist always has the option of buying the better gear from his richer grouping brother, but won't be able to derive the best benefit from it (i.e., maximize money made per hour) unless he takes that gear into places where -- if he travels solo -- someone will take it away from him very quickly. The killboards are filled with solo players in their expensive "Marauders" being dragged down by gangs of players in throwaway cruisers and frigates.
I started to realise that I actively hated having to group with other people to the point that I'd obnoxiously subject prospective party members to simple logic tests to find out whether they were functionally mentally disabled or not. I'd just avoid any sort of quest that would require me to interact with other people, at the time realms were closed off so the actual real live friends of mine were invariably on other realms or completely inappropriate levels to quest with me. Where does it get sane to pay a monthly fee for the ability to avoid playing with others online? If I wanted that I'd actually bother to pay for an xbox live gold subscription, at least with that I can still play the damn games instead of having their content entirely withdrawn from me despite having paid for it.
When I play games like Guild Wars solo, it's not because "I want to be the hero" or because "I want all the lewts". It's because pick-up groups suck. You spend half an hour trying to round up people to fill out the group, and it only takes one of them being a moron to ruin the entire experience.
For those few of you who don't know, that's the guy who doesn't know how to get where you're going, can't properly follow your directions to get there, tries to boss around the party when he finally does get there even though he clearly doesn't know what he's doing, and then fifteen minutes into the group says, "o man i have 2 go.. mom wants me 2 clean my room".
I want the colossal richness and depth available only through online worlds, without the horny adolescents, griefers, and other social incompetents that MMOGs seem to attract.
Give with WoW with just me and the NPCs, and I'll pay for it. Not otherwise.
I piss off bigots.
It's because of the d-bags. We love the idea of all the new content, ever-changing worlds, new quests, new gear, or trading for awesome gear you can't normally get at your level. Then we play with people and remember that it's still the same thing as playing with online as it ever was--awful. D-bags, cheaters, impatient people, and all the other awful people online. Just think, the same trolls and flamebaiters and morons who post random comments on forums/articles (excluding /.; those people make ./ trolls look like saints) are the same people you'll be playing with on an MMO.
Hence the single-player MMO--providing all the benefits with none of the drawbacks.
This is a natural progression to where one gets a metered amount of content/rewards/joy per month. The cost of the next month will always sound cheap compared to what one gets, just like those multi-issue cooking books that appear disturbingly often, but it adds up over time to a raw deal.
Ultima Online (at least on the free shard UOGamers) doesn't require any kind of interaction with other players on any meaningful level. I quite commonly solo my way through PVM as well as PVP in the dueling system without having to talk to anybody or organize people like other more guild-centric MMORPGs require. The most I ever typically interact with people is the occasional chat with someone I encounter or buying/selling stuff.
Try it out. http://uogamers.com/
You're right, I wouldn't steal a car. But if it were possible, I sure as hell would download one!
Therefore, I chose to do all "challenges" in WoW by myself, wherever possible. The moment I couldn't do stuff on my own/finding a (working) group to do it would always take more than 1 hour, I quit. I am definetly not the "I need to be THE hero" type of player, therefore the timesinks in WoW ("Hey everybody, look at my super-duper 1000 hours worth of playtime pet, I'm awesome!") and other MMOs don't work for me either.
A single player WoW with bots would've been awesome.
I don't spend so much time gaming. But having wasted a good many hundreds of hours on MUD's back in the day. I can say the one thing I found inherently unattractive about the recent flavour of MMORPGs was the fact that you had to go find friends, become part of a guild or team, and work through all those stupid politics and social chores just to be able to play.
I don't necessarily want to make friends. I just want to play. What I *Love* about multi-player games is the fact that you meet real people along the way, and have the *opportunity* to befriend or interact if you so choose. What I don't want in my escapism is some social obligation to go through the same bulsh*t with people to "get my game done" as I have to at work to "get my job done".
j'ai découvert une démonstration vraiment admirable (de ce théorème général) que cette si
Players didn't get sick of group play, they got tired of having to wait 30 mins to an hour for the proper group to form just so they could play the game. Then you'd get an hour into a dungeon only to have the cleric leave and you'd have to exit and sit around waiting for another cleric to show up, because you couldn't play the game without one.
Simply put, people are a waste of time.
Let's go back to two games I played and HATED because of the forced-grouping. EQ and DAOC. EQ was *terrible* about requiring a group to do... anything. Except for certain classes. DAOC was the same way. In both cases, the intention was always to force people to group up to do pretty much anything at all. Hell, even just getting from Point A to Point B was often dangerous alone.
It's just not fun. Period, end of story.
To build an MMO like that, you're assuming there will be an equal distribution of the classes required to do anything. You're assuming there will be as much tanks and dps as healers. That's.. not true, at all. Never happens. And nobody wants to spend their limited time in-game sitting around waiting for people to show up so MAYBE they can go push a single button over and over and gain a half a level. Spend 2 hours looking for a group, and 1 hour actually grouping? It's just not fun any way you slice it.
Forced grouping works GREAT in certain games, and certain aspects of games. Look at D&D. You KNOW when you're playing D&D that you'll have a group with you, because if you don't.. you're not playing. You don't decide to play and then sit around your table waiting for random people to walk by and ask them if they happen to be the class you need in your group. That happened in EQ and DAOC constantly. It's dumb. In WoW, end-game raids are generally scheduled, and even those that aren't? They're at least end-game, where the majority of your player base will wind up, so at least there's a wide pool of people to draw on. Even that wasn't enough, though, so WoW has added tons of tools to help people find other people to group with for end-game content, and of the 3 archtypes -- tank, dps, heal -- most classes can handle at least two of those jobs, and with dual specs it's really, really simple. And honestly, it still kinda sucks. A few people don't show up to a scheduled raid, you have to spend time looking for fill-ins. PUGs don't always even get off the ground.
Basically, forced-grouping in MMOs fails because people don't like sitting on their ass typing "LFG" over and over and over when they're *supposed* to be playing a game and having fun. Once you add all the retards into the equation, you wind up spending too much time typing "LFG" and once you're done with that, it's probably 50/50 odds that you'll have to start doing it again shortly because whoever you find will be too stupid to group with.
Honestly WAR handled it pretty well, at least up until level 30 or so (when I quit..). Solo you'd be fine 99% of the time, but each time you added to your group you became more and more effective. WoW group play compared to solo I often found to actually slow me down, even with guildies on vent, but WAR it really always payed off but never was necessary. Really a shame they got so much wrong with that game, because they did get a lot right.
... still waiting for this free-as-in-beer free beer I keep hearing about.
Diablo II.
An online multiplayer RPG without most of the MMO horseshit. You can group up, play solo, or mix the two up.
In this game, the fun is the journey more than the destination. There are always monsters along the way that your character will have trouble with, regardless of your "build."
"His name was James Damore."
I had just 2 weeks of vacation, and I tried WOW for some fun. I found out that the main game concept is pretty appealing, the graphics are awesome and I really loved the mood of the game (especially thanks to the magnificent background music). However I also cancelled my account already, citing the amount of time sinks as the main reason. Everyone knows that WOW basically starts when you reach level 80 (when you can access the really high-end content). Just grinding for a year to reach the point where you get the maximum amount of enjoyment out of the game was not really appealing to me.
In fact, I doubt that the time sinks in fact benefit the game makers after all. Although they might make some people stick around for longer time paying their monthly fees the time sinks also make some people quit very fast.
Consider, if you will, playing any of the many MMOs in an offline game. Everything works exactly the same as the MMO, only you're quite alone. Nothing you do will ever have an impact on the world as it does in proper singleplayer games. The story progresses and things change around your character.
In other words, the Animal Crossing series. Or what am I missing?
It's simple!
Maybe Computers will never be as intelligent as Humans.
For sure they won't ever become so stupid. [VR-1988]
finding other people to interact with to do anything takes time. and its dependent on other people's will.
kids of yesterday are grown up people now, with jobs and families to take care of, or other responsibilities, if not married. they have limited time to to allocate to gaming. usually, maybe 1 to 3 hours in weeknights, and that may not be every night.
therefore, when they come online to do something, they cant afford to spend 30 minutes to find enough people to do something, then lose another 15 minutes because of other people's issues (kid cries,spouse calls, doorbell rings, phone call etcetc), and then try to do that thing they set out to do in remaining 1-1.5 hours. and even then the result is dependent on other people's proper participation. if sufficient number of people in your interaction group cant cope with what you are doing, you all fail. pooof. 3 hours of gaming time gone. half of which gone with waiting.
therefore, they prefer solo play more and more. it depends on you, you dictate the schedule, you spare the effort, you get the result. natural, since waiting for opportunity to be able to play a game while logged into the game itself is not a proper definition of fun.
Read radical news here
I sense a demand for a service like eHarmony, Match.com, or Chemistry.com geared toward finding compatible gamers rather than sexual mates. Put all the immersive RPGers on one shard, all the 1/2 hr a night casual grownups on another, the emo teens on a third, etc. Maybe include a function to vote misbehavers off the shard.
All I play are single player games because I'm so far out in the boonies that all I can get is dial up or satellite Internet ( think massive massive latency ).
I can't speak for its current state since I don't play anymore, but AC was very solo friendly. There were tons of quests and dungeons that were doable without a party.
The very reason I liked Ultima Online was that it did NOT require groups of people to play. You gathered with groups not because you were forced to, but because you wanted to.
Newer games like EQ and WOW Force you group, which frankly sucks.
Good luck finding anyone to group with unless your level 80, and geared for 25 man Naxx or Ulduar. I'm currently trying to get a quest done in RFK for 5 days now and I'm leveled out of LFG limit, the one where you choose what dungeon to LFG for.
Its heroic this or Ulduar that. There is a reason Blizzard set up the 'mentor' a newbie/recruit a friend program. Its the only way they can attract people to play a game that has already left the station.
WoW is now newbie unfriendly. Hell they made new Death Knight start at lvl 55 but you had to have a existing character at that level. I'm betting it gets patched out so the only requirement id the WoTLK expansions and the hell with levels 1-54.
Especially those of us who got outleveled by their friends.
I still have a RunUO server on my system that I start up every now and then to screw around in old style Ultima Online. You usually needed people, but a good hour of fun can be provided with GM commands at hand.
"They confiscated everything, even the stuff we didn't steal!"
The problem is both in the players and the game design. Since my most recent MMO is Lotro, I will use that as an example. The game does several things right. It typically lists quests properly as being either solo or group play. It also, later on, tends to make areas that are group only while there is plenty to do were you can go solo.
It also gives enough healing to the non-healing classes to reduce the waiting for main-healer symptom. For instance, humans have a skill to do a near full heal once every hour, not fantastic but enough to buy you a second chance in a wtf situation. While the main healing class is the minstrel (similar to cleric/priest) other classes like captains and lore-masters can if played properly do a decent amount of healing. Have a party that plays together and a burglar led group can also pull of masive healing. An all burglar group is unstoppable. We did a Helegrod raid with all lore-masters and the rift with just burglars. It means the game does allow players to mix and match at will.
Yet many players fail at this. They insist on the tank, healer, dps because they can't get their heads around the fact that other mixes can also work and even be a lot more effective. The sad fact is that most players just don't have what it takes to think outside the box. Why should you come up with intresting hybrid classes or let people select their own skills if everyone is just going to go for tank, healer, dps?
But Lotro also does things worng. Its world is rather spread out and fast travel is a mess with lots of routes taking ages if you even got enough reputation. Most people never bother with the reputation since when you are done with all the quests in an area, you still have nowhere near enough. This means that for some quests, you have a hard time finding help, simply because most people do NOT come online just to spend half an hour travelling. The one clas with summoning skills is a LOT easier to group with. "Hi can you help me with this book quest in Forochel" "Ooops sorry mate, I am in Moria, it would take me ages to get there." "I can summon you, and later my hunter can port you right back to Moria" "Ah no problem, invite me".
Other errors in Lotro are that group quests are all over the place, often seperated by lengthy time wasting solo quests. So you just got a group and voila, half leaf because the next group part takes an hour to get to and they got other obligations. It is annoying. it wouldn't be all that hard to write the story line in such a way that you first spend sometime solo building the story and save the epic battle for the end.
It is not that people don't want to play in a group, but that the game developers put so many obstacles in the way that all the fun is beaten out of it.
Group loot: Do we REALLY need more greed into the world by dropping only 1 item for the entire group? It might SEEM like a way to force the group to play the quest a number of times, but all it really does is create greed and resentment.
Fast travel: Put something like a summoning horn outside every group quest area, so that people can join whereever they are. The costs for this should be trivial. People want to play, not spend ages in slow-fast travel.
Chat channels: Is it REALLY that hard to allow people to quick link to quests and restrict posts to say once per minute?
Less loot: Nothing kills a group faster then constantly having to sort out loot. Not every critter has to drop something. Just give everyone some cash at the end and a copy of the special item at the end. if the game is fun, people will come back for more and if it isn't, they will just quit playing faster if you bore them.
The funny thing is that companies that beat the fun out of group play then claim that people only want solo play and kill group play even more. But in the end you then end up with a game that is a very poor excuse for a single player game, with a monthly fee and 12yr olds.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
I've heard of shadow bans from forums - to the banned user it looks like their comments are being posted normally, but everyone is ignoring them. In reality, only that user can see their own comments. Similar trickery could make a matched game too lame for griefers to bother with.
Or they could be put into shards where everyone is antisocial. For some people the game isn't what the designers say, it's doing what the designers don't want you to do. A bunch of antisocials could be quite happy griefing, cheating, and BSing each other, especially if they're not fully aware that the other shards aren't as Lord of the Flies as their own.
Or they could share a shard with the other player types who aren't antisocial themselves but do in fact tolerate or enjoy their presence. I hate hackers in Starcraft so much that I sometimes enjoy hunting them down and killing/griefing them without the use of hacks. So a shard of cops and robbers might give the antisocials a place to go and give the paladins some evil to conquer.
The Elder Scrolls games (and now Fallout, I suppose) basically are single-player MMO games. Massive open worlds with a billion things to do (most of them kinda shallow, but still fun), except you'll never have to worry about xxxDeFKnyGHTxxx stealing the rare mob you were waiting to kill so you'd get a 1% chance to get a Sword of Awesome +100.
I think that's a problem with game architecture. Any given Wow server has dozens of dungeon instances that require a group or raid of 5-40 players of the right levels and classes to experience properly. However, Blizzard's hardware infrastructure cannot handle the number of simultaneous players you need on one server to make forming groups at any time for all this content viable, and there is a queue system limiting the number of players allowed to log in at any time. This problem gets worse with every expansion, as the amount of group content available increases but the number of simultaneous players permitted remains constant. On top of this, lack of coordination between game world design and game client software results in concentrations of players in specific areas that exceed the ability of the client to render those zones at a playable framerate. In summary (for the case of WoW): 1. A smooth multiplayer experience requires a higher population than current MMO hardware can handle. 2. Smooth software operation on the client side requires yet a lower population than the (insufficient for multiplayer) populations currently allowed. Some of this can be fixed with better server-side infrastructure and better game design, but I don't know if it all can be fixed at present.
He who lights his taper at mine, receives light without darkening me.
I think you starting experiencing the d-bags when AOL released all its moronic customers onto the internet.
That's when I remember the "tone" of the net changing.
Game companies would rather have 500,000 brain-dead paying idiots for subscribers than 10,000 intelligent thinking ones. Yeah of course this is why MMOs and games in general are mostly horrible. Unless you actually enjoy playing spreadsheet simulators with pretty graphics, competing with thousands of other people for the highest numbers. Which I know many gamers do enjoy but I'll pass and I do not want to play text RPGs either. Are there any MMOs out there that are not anti-social competitive nightmares, but still have a populated world and decent graphics? Yes, I actually want to play with the other players! I don't see them as THOSE players who ought to be avoided at all costs. If the game's other players are so bad that they need to be avoided, I don't want to play at all. Give me a game that actually encourages socializing with all those other people but still has deep gameplay and I'd be on it in a minute. EQ actually fit the bill pretty well for years, though it was highly competitive it was also highly social, but it's completely dead to me now. I am a homeless ex-gamer, I want to come back but I have nowhere to go.
A: Score players by referral. Search for players using a threshold based on referrals. Just like filtering slashdot posts, filter players. Assholes quickly dissapear then
B: Scale content. Go into Molten Core solo, in a group, or a raid of 40. Just scale the content, number of drops, etc accordingly.
C: Provide players the tools needed to police their own. Griefers are the result of the player population (the masses) having no ability to deal with griefers on their own. Bounties as an in-game mechanism can go along way with dealing with griefers. Especially when there is a real penalty for dying when you have a bounty on your head.
Feature:
Bounty - A player, once per day, can place a bounty of X gold on another player. For evey Y gold placed on the target upon death the target will lose 5% of their exp and will have to wait 1 hour for every Y gold before logging back in. Each time they die Y gold is removed from the bounty pool.
Y=1000 Gold
A player has a 5,000 bounty. Upon dying the player will be booted for 5 hours and lose 25% of their exp. The next time they log in the bounty pool is now at 4,000 bounty. Upon dying the player will be booted for 4 hours and lose 20% of their current exp. An so on and so on.
This assumes 1000 gold is a decent amount of cash in your game. This mechanism would go a long way to disciplining griefers. Can be used as a tool to grief? Yep, but pretty damn expensive tool to abuse.
-=[ Who Is John Galt? ]=-
see subject