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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."

19 of 209 comments (clear)

  1. I hate time sinks by _Shad0w_ · · Score: 4, Insightful

    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.

    1. Re:I hate time sinks by tnok85 · · Score: 5, Insightful

      There's a difference between time sinks and solo play. Unfortunately, most 'solo play' is just a poorly disguised time sink.

      When done right though, solo play is great for those of us with long hours, or on-call jobs. We can do the multiplayer portion during our time off - but I can't rightly join a group of people when I have no idea how long I'm going to be able to play, or when I can only log on for a half hour.

      Having the ability to advance my character, or at least get the illusion I'm not stagnating without being forced to group is nice.

    2. Re:I hate time sinks by Anonymous Coward · · Score: 5, Funny

      I disagree. MMOs should be like sex, you need at least 5 people to participate.

    3. Re:I hate time sinks by wisty · · Score: 5, Insightful

      This has been threshed out on Slashdot ad nauseum.

      a) The Grind makes more money, because MMOs are time based.

      b) The Grind makes them more addictive. You can't stop playing, because you "invested" 1000 hours already.

      c) The Grind gives you a false sense of achievement, just like poker machines do. You like they way it feels like "work", but nobody ever criticizes you for doing it badly. If you were to spend the time learning a skill, or making money, there would be a much greater chance of failure. The Grind is an effective substitute for real life.

    4. Re:I hate time sinks by Sheik+Yerbouti · · Score: 3, Insightful

      Most work sucks in reality that's why they call it work and not play this is reality get used to it. The number of people that actually have fun interesting jobs are relatively few. You doubt this, really look at peoples faces at street lights and intersection on your next commute to work to a man and woman they all look miserable. Not to be too much of a downer but modern life is for most people is a daily drudgery. Why else would so many be on anti depressants? I would settle for my work being meaningful and yet I don't even get that.

    5. Re:I hate time sinks by MorePower · · Score: 4, Insightful

      The main problem is this. There is nothing that I enjoy doing 40+ hours per week. And the really big problem is that even things I do enjoy doing, I hate doing to someone else's schedule. I really like building things with LEGO, for example, so should I go apply for a job at LEGOLAND (as if I would really get such a coveted job)? I bet I would hate it just as much as my current job, because I'm not always in the mood to build things with LEGO, starting at 8:00am and ending at 5:00pm (or whatever hours LEGOLAND builders work).

      And that's the thing about jobs, someone else is relying on your output. So you need to adjust to their wants and needs. And that's the part that sucks.

      Also, there is no way to "quit your job, live off social security..." Social Security only pays out when you reach retirement age (and you notice, most people do quit as soon as they are eligible for retirement benefits). Welfare is what you would get as a working age person, and unless you have dependent kids they cut you off after 5 years (cumulative for your lifetime) and leave you to starve to death.

  2. And this is what is slowly killing the genre by AlmondMan · · Score: 3, Insightful

    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.

  3. That's not why by Dachannien · · Score: 4, Insightful

    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".

  4. Re:The 'casual' gamer by Antidamage · · Score: 4, Insightful

    On behalf of most of slashdot, I only wish I had a real life to put before games.

  5. Online worlds FTW; online players suck. by EWAdams · · Score: 3, Interesting

    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.
  6. It's the D-Bags... by MogNuts · · Score: 5, Insightful

    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.

    1. Re:It's the D-Bags... by Dunbal · · Score: 4, Interesting

      I completely agree.

      I remember back in the Compuserve/GEnie days, before the internet became popular. We used to have to pay $6+ per hour to connect. I would play multi-player games, read and post on forums, and there was never any serious trolling/griefing. Then along came the internet and unlimited monthly access for a flat rate. Suddenly all the MPG's I played were filled with beggars asking for free stuff, or griefers just trying to ruin the game for everyone. Massive access to forums also caused the quality of the posts to deteriorate to simple flame wars.

      The effect of price on behavior was very obvious. I can think of two possibilities: Either a high price enforces "good behavior" because no one wants to waste money acting like an idiot, but people are willing to act like idiots when something is free; or as an "elitist snob" (yeah yeah, think whatever you want) I tend to favor the idea that people with more money tend to be better educated (with few exceptions) and mannered, and so an expensive, exclusive "club" will have less "trash".

      --
      Seven puppies were harmed during the making of this post.
  7. Re:Solo Play Should be Offline Play by RobotRunAmok · · Score: 4, Insightful

    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!

  8. Personally, Hell yeah! by lindseyp · · Score: 3, Insightful

    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
  9. Article misses the mark by Synn · · Score: 4, Insightful

    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.

  10. What's all this QQ about? by Kreigaffe · · Score: 4, Insightful

    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. :|
  11. Re:The 'casual' gamer by Krneki · · Score: 3, Funny

    So if I hack and account I can safely say I'm not addicted? :)

    --
    Love many, trust a few, do harm to none.
  12. Player matching by AlpineR · · Score: 3, Interesting

    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.

  13. Re:The 'casual' gamer by centuren · · Score: 3, Interesting

    Wow's subscription costs about the same as
    - 2 movie tickets
    - half a nice restaurant meal
    - 1/4th of a new game
    - a very cheap/bad theater/opera ticket
    - a new CD
    - a new DVD
    - ...

    you can play very little WoW (6-8 hours/month), and still get more "entertainment time" for your money than you would with more traditional entertainment.

    of course, you won't get the same benefits out of it.. it's pretty much a-cultural... but then again, given how bad most recent movies have been ...

    I look back on my time playing WoW, and adding up everything I spent over a year and a bit, I sort of wish I had that money back. I enjoyed myself tremendously a good 60-70% of that time, and it was definitely the cheapest way to socialise daily with friends who lived 2 hours away in a big city, at a time when none of us had a lot of disposable income. Still, that "golden age" of my experience was shorter than my hope, and I definitely feel like I wasted some time that could have been better spent (and paid money to do so).

    At the same time, a friend who started playing as I was winding down, ended up playing much more than I did, first string in a 6 days/week raiding guild. She loved it, and hated her 40 hour/week office job. Coming home from work and playing WoW, if you enjoy it, is actually really, really cheap. The more you play it, the cheaper it is, since you're not doing other things that cost money. After cigarettes and gas, WoW was really her only expense, so she was able to save money very quickly.

    At that age, her job wasn't a career and even living in Silicon Valley a temporary thing. Raiding was what she wanted to do with her time, and she was able to work, put a lot of money in the bank, and enjoy herself in the off-time. When it was time to move back home, she made the trip in a gorgeous mint '95 BMW 850ci.

    Of course, the cost of WoW goes up dramatically if your guild holds "drunken PVP weekends", but in those cases you would probably be spending the money on nice alcohol anyway.