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.
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.
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".
On behalf of most of slashdot, I only wish I had a real life to put before games.
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.
It's easy to define casual:
It's a socially awkward player who is afraid that people in a guild would find out on teamspeak or vent that the hotavnger21 female night elf warrior with HUGE boobs is in fact John Conner, male, aged 43 living in a trailer and has only the huge boobs in common with his character.
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.
What richness and depth? MMOs have sheer size, but any richness and depth they have comes from the fact you're dealing with other human beings. Remove them, and they are invariably suffer in comparison to a dedicated single player game from the same genre
Eve also suffers hugely for it
Eve doesn't suffer for it. The solo player -- playing in the game designed for a multi-player experience -- who feels he is entitled to access content designed for groups, may "suffer," but the game surely does not. Empire space is huge, and soloists can stay there pretty much with no danger. That's Eve's solo game, and it's big, and it's bigger than the "solo games" of most MMOs. If you want to play Eve, but don't want to group, your game is in Empire. If you come to the field with a baseball, and everyone else is playing football, you don't expect everyone else to accommodate you simply because you brought a baseball to a football game. These are online multi-player games. It is absolutely not unreasonable to expect that you need a group to experience them the way the developers intended.
Eve is just more elegant about the way it handles the solo/multiplayer dichotomy than other games. In other MMOs, when you try to access the phat lewts beyond the mountain pass, you'll be informed that there aren't enough people in your group, you need a raid-force, whatever. Eve just lets you go where you want and pay the consequences if you enter Dodge City as a Lone Gunman.
By the way, I read an article in Eon magazine about a solo player who did travel to every system in Eve, taking screengrabs along the way. It was not easy, it was an adventure, but he was good and he did it. So buy a fast, cloaked ship, skill up, and start exploring!
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.
Eve also suffers hugely for it. Take exploration, for example. Eve has a huge, persistent and singular (no server shards) universe. But it is essentially impossible for you to actually explore it without carting around your own battlefleet. The two are not mutually exclusive in an MMO.
I only just started Eve's free trial, and so far, it's felt like a well-polished single player game. A friend or two will join me soon, and I'll see what that's like.
I disagree with your example, though. Exploring around the universe might require a battlefleet, but wouldn't it be overtly artificial if it didn't? My empire is at war with other powers, and powerful pirates roam the lesser controlled areas (or so I'm imagining, it's all still new to me).
The point is, I don't see myself entitled to exploring everywhere in the Eve universe. I don't feel it conflicts with my solo play, so long as I have other things that I can do. Having areas dominated by fleets that will destroy me adds an element to the game. Perhaps that was your point, also, except that I've yet to see how it suffers hugely (I know there are a lot of complaints about Eve, but I've chosen to not listen to them so far).
Most likely I'm too new to the game to really make any comments on it, but having played a few single player space games (Homeworld, Sword of the Stars, etc), my limited experience with Eve so far is that I like the solo play a lot more than those single player games. Since it's designed to be able to interact with thousands of other players with ships, things that were a pain in the other games are simplified, and I feel like I'm being immersed in a sci-fi setting, not a sci-fi story (from which I can't escape). That's a requirement for the MMO side, and perhaps the big appeal so far.
8 hours a week is hardcore? Maybe for Tetris or Wii Bowling. 'Casual' MMO players can play anywhere up to 30 hours a week, I don't believe it's possible to play an MMO game at a 'hardcore' level if you have either a job or a partner.
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