There are a lot of MMORPGs that have some amount of group content. MMORPGs with grouping that is actually done well are much rarer, however. Off hand, I can't think of a single one that is heavy on group content but doesn't have some enormous, glaring problems with its grouping methods. Before explaining what I want to the game to do, let's start by explaining what I don't want it to do:
1) Require players to spend a large fraction of their online time assembling groups. Half an hour to get a group is not okay.
2) Be a soloing game throughout the leveling process, and then suddenly a grouping game at endgame. If almost the entire game is almost entirely solo, then that's not a group-friendly game.
3) Have some group content scattered throughout the leveling process, but nearly everyone skips it because it's much easier to just solo to endgame. In practice, this makes a game effectively the same as (2).
4) Most of the group content gets completely skipped by most players because other group content gives better rewards. This makes it very difficult to get a group for most of the group content, which turns it into a game with very little group content.
5) A given character can expect to clear a particular group dungeon many times before moving on. Maybe this is okay at endgame when the developers have to slow players down, but not in the leveling process.
6) Some players are unable to get a group quickly because they play a class that is undesirable or too popular. If a group mechanism requires that 20% of each group be a healer, but only 10% of players are healers, everyone else spending half their time waiting for a healer isn't viable group content. Or similarly for other roles, but this problem seems to be most common with healers.
7) Group content is scaled to be stupidly easy so that players hardly ever fail at it, even when group members abruptly leave or go AFK.
8) It is common for a single group member in the groups that players actually assemble to be strong enough to solo the dungeon on his own.
9) You're often stuck in a group with someone else who is too weak to be much help because he's trying something way above his level and expecting to be carried through it.
10) You can't group with your friends because they're on a different server.
11) You can't group with your friends because their levels are too different from your own. Or perhaps rather, maybe the game will technically allow you to group, but at the expense of problem (8) or (9).
Any of those are huge problems if an MMORPG is supposed to be group-friendly. I can't think of a single MMORPG that doesn't suffer from at least one of them. Many suffer from several of them.
Let's add that players shouldn't get stuck and unable to progress. MMORPGs are generally pretty good at avoiding that particular pitfall, if only by making everything really easy. So, how can we make a group-heavy MMORPG while avoiding the problems listed above?
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for instance linear dungeons are problematic because the very design of them often goes against the whole idea of being in a group. It often would work as well if the people were bots. in some games they are! (eso) The dungeons are rollercoaster rides, not adventures. Get on the ride, go as fast as you can, get off the ride. what do you really need the other people for. You only need to do 1 thing at a time till the end. No strategy, just learn by repetition.
Radial dungeons overcome this because all the action stems from a central hub that people come and go to. To go with this design you have multiple simultaneous tasks to complete. How could you do all these tasks without talking to the people in your group?
add in the groupfinder where the machine does everything your supposed to be doing and its not really a grouping game anymore. You just show up. Its all very mechanical but has no heart to it.
This is why i prefer concepts like npc guilds. It funnels people based on skill and intent and also gives you the final say if you ever read my description of them. It also applies to all activities and is low tech.
the standard class/role design is a bust in mmo's. 80% of ( and really all) players want to be dps but no matter your groupsize this leads to severe imbalance in tanks and healers. Its an old outdated model that just doesn't work.
that's why you need situational mitigation so everyone can dps like they want to. The difference being it wont always work depending on what your fighting. Again you might actually need to talk to someone in your group to decide, based on the enemy, who should tank, who should dps and who should crowd control. This can change as fast as changing the enemy so your character will be more fulfilling having to wear different hats sometimes than doing the same thing over and over and over.
lastly we just make the groupsize three because its easy to make that, more comfortable to talk amongst a few people than a alot and is efficient for other modes of content.
personally i dont think anyone actually wants anything new. not the players and not the developers. So it is what it is.
If one just wants boss fights. battle grounds and raids, there is no need for a world.
Why waste the resources on one?
I'm all about the World and Immersion, otherwise the MMORPG is just not for me, and that's ok.
I want to be part of a World, that is what originally sold me on the MMORPG
The way the general public behaves in MMORPG's.... Just hurry up with the AI already
"Be water my friend" - Bruce Lee
Fallout 76's grouping system is fairly good. It's rare not to be in some group in that game due to the benefits.
Mainly because you got to know other Character names, and whether they were good players or jerks, etc.
Because you saw them all the time, in Dungeons, at the banks, or sometimes even at Player Run Events.
So you could go to a Dungeon, enter inside where Dungeons were designed for the lower Skills, and as you Skilled up you could go deeper into the Dungeon. You were always running into some of the same people, who were close enough to your Skills because it wasn't a divisive game of Levels.
Repetitive meetings meant you got to know them a little, their Guilds, their banks and favorite Cities, etc.
Also, while UO was well known for the rampant PKing, what lots of people don't know is how much Players would help each other out.
Friendships and trust were built that way, and many Players found their Guild that way.
Once upon a time....
Things started going downhill from there
If one wants to design good group content, you need to make it organically happen.
UO did that.
"Be water my friend" - Bruce Lee
Eventually I did join them and had more fun than I ever expected.
I tried joining Guilds in WoW, and found myself alone anyways. I grouped, and that was unsatisfying due to being treated as a stranger and "just a number" all of the time. People didn't even remember me the next day, even if we had worked very well together.
Like I said, the attitudes were different. And in my mind, it was entirely due to game design. Knowing people from running into them, seeing how they act, talking to them in-game, passing info back and forth, business dealings, it was an entirely different situation.
A lot of the new conveniences that's been added over the years destroys that important Player interaction.
Once upon a time....
I think we can go back the other way but we need need new and more thoughtful organic systems that gently funnel players to where they need to be, making them feel like a part of the system and new gameplay models to restore the wonder of it all.
we need to accept a few things:
1) levelling processes are inherently anti-group.
2) tank/dps/healer model has significant problems due to everyone wanting to play dps.
3) some of the conveniences like groupfinder are naturally antisocial.
4) the more people required for a group the more you have to rely on things like groupfinders and the less likely they will just form organically.
5) Linear dungeon design is not optimal for social interaction. Combined with the trinity and groupfinder, rarely do you have to talk much. The only time people talk is when they encounter failure and thats usually not productive either.
6) I consider player guilds to be a failed concept overall. It works for a small number of people and the rest are transient filler. Players also get fatigued trying to find that one great guild that's likely not coming.
if all these design elements are maintained into the next mmo as standard features, you should expect the same results no?
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
The only reason I play mmos rather than single-player games is because other players are handy to buy things from on the auction house, bazaar or whatever. That's about the only function they serve for me. New World is ideal in that regard. A single-player game with a shared market is a genius idea.
Imho
I always loved Ultima’s for the worlds and the interaction within them.
"Be water my friend" - Bruce Lee
i think though that mmo's need to do a better job with the funneling process to bring players together WITHOUT THEM REALIZING IT. I think this is key because then the rest will flow much easier. case in point:
2 chats
chat 1: anyone
chat 2: must complete x achievement(s)
clearly if your making a group and say your tackling challenging content you will want to draw from chat 2. You would be loathe to draw from chat one because your unlikely to get what your looking for.
so dressing up and fleshing out chat2 is critical such that when player x reaches those achievements and gets to use chat2 it feels like a real accomplishment since they are with the big boys now.
for anyone who played eso knows that anyone who achieved stormproof title in the maelstrom arena, can most likely play. This is just an extension of that. Your achievements determine what you can and cant do and we just apply achievements to chats or even better bulletin boards or both.
if done properly youll always be where you need to be and it wont seem nearly as painful to interact with others because they are basically the same as you. They roughly have the same skill as you and the same interest.
it has to be achievements because you can work around levels and there are many a leveled player that cant play. There are few who have the achievements who never earned them.
its not foolproof because some carry others but overall i think it would go a long ways.
Once upon a time....
I would like to start off by saying that the biggest advantage of MMO's is interacting with other players.
I am going to say that again, because this is something that needs to be said, many times over, That is what really brings the MMO to life, is being able to interact with other players.
Now, the problem that many Devs and players make, is that they confuse "Interact" with "Group"
Being able to socialize with other players, chat, trade, building that social interaction, is far more valuable than "OMG lets zerg rush this Dungeon together and somehow this will make us bond, even if in reality we all hate the very fact that we are being forced together to do this content"
In this venture, GW2 had a lot of cool features to allow for the game to feel alive and social.
Dynamic Events, were set up so that others could freely join in, contribute, Everyone gets rewards, and then you all move along, in a very organic, way.
In fact, the game did not need formal grouping, outside some World bosses and some Map Meta's, which involved squads of upwards to 50 people.
In that vein, they worked. I mean, I was not a huge fan of them, but they worked, for what they were. Ideally, kinda fun and in their own way, very organic, as players were not forced together, if you wanted to leave the map, you could, if you want to drop the squad while still staying on the map, and doing the content, you could, it was very open, which IMHO was a good way to move things about.
The Down Scaling, was also a super handy feature, as it gave players a sense of progress, that feeling of moving up and having the world expand, as opposed to some level scaling games were the world does not get bigger or small, it remains the same, or worse, in some games as you level up, you bottle neck into a small amount of end-game content.
So at the core, GW2 really had a great system set up.
I mean, no lie, their dungeons always sucked, and when they later put a shotgun up their bum and pulled the trigger by putting in raids, that was a good WTF moment, but that does not pull away from their amazing grouping/interacting system their core game had.
Now with that said, there is a lot game developers could do to build a more social game, that did not sit squarely on needing players to group. That is where a lot of things fall apart.
1) That is true. That is also why I made sure that everyone at the same stage of the game could naturally group together, and even people who were past there could come back to group at a previous stage.
2) That is also true. That's why I added henchmen to fill in missing roles. Players can be whatever roles they want, and grab henchmen to fill in the rest.
3) That's why I made it so that using a group finder automatically puts you on a list visible to other players who could invite you to their group. It's also why I made the group finder take a while to form groups. You can get your group faster if you do it yourself.
5) The real problem that kills interaction is everyone knowing the dungeon ahead of time. Everyone knows exactly what to do because they've all done it many times before, so they just rush through it. I'm trying to fight that by saying, as soon as you complete a dungeon once, you're done with that one and can move on to the next.
In Vanilla WoW, I organized a lot of groups for lower level dungeons. Hardly anyone in the game did that, so I mostly grouped with people who didn't know the dungeons. We talked in chat because we had to talk in chat, as people didn't know what to do in the dungeon.
6) In most MMORPGs, a guild is really just a chat channel. That's not to say that they're a bad thing. But you shouldn't try to attach meaning and expectations beyond what a chat channel can fill.
2) That's why the design goes out of its way to segregate players only by which dungeon they're working on next, and nothing else. If you have 10000 players online and 50 dungeons in your game, the an average dungeon has 200 people on it who could group together. Whichever one you're on likely has at least a few dozen.
In particular, there is no segregation by server or faction. To the extent that there is segregation by level, power, or quest, they're all folded together into which dungeon you're on next. You aren't really segregated by classes, as if you're having a hard time finding that one last class you need for an otherwise full group, you can just grab a henchman and go.
The other thing that makes zerg rushing common is when everyone knows all of the dungeons. When you have to do a given dungeon six or eight or ten times to gear up before moving on to the next, you learn that dungeon really well, and expect that everyone else does so, too.
In my proposal, as soon as you clear a dungeon just once, that characters is discouraged from going back to that dungeon again. While there will still be alts, I want it to be expected that a large fraction of players won't have beaten the dungeon before, so they have to talk about what's coming and how to do it.
Don't answer if you think its a dumb question.
"Be water my friend" - Bruce Lee
A group friendly MMORPG is dependent on Players that want to group together, and have fun doing that.
By "fun", well, that can mean a lot of things. And a good social game should try to hit all the marks. From entertaining content, to interesting things (surprises and a little bit of mystery), to discoveries, and to rewards like resources and treasure.
But it all really starts outside of the Dungeons and other normal adventure play.
That's where Players meet first.
Trades are a great way to start that. A little bit of independency is wonderful. It doesn't have to be total. For example, a Blacksmith can get his ore to smelt himself, but he can build his skills faster if he's buying the metals from other players. Dependency, but not total, from the Player's own choice.
That can lead into Dungeons, too. If there's rare ores in the Dungeons to mix with steel and other metals to make special alloys.
This is great for guilds, as the Players are now working together for a goal. Great gear made by their own Smiths.
That concept can be spread to all Trade Skills. Why shouldn't Alchemy offer something for making steel that's better in some way, or multiple ways?
If it's widespread enough, you can also have that loose interdependence between Guilds, and even other Players outside of the Guild structure.
There are all kinds of things that some Players want to do in MMORPGs, and make a mark in their game. (Horse breeding, for example.)
Making them all so that there's this loose interdependence would benefit Player interaction, and thus Grouping with a *desired* reason.
Once upon a time....