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I've been reading the threads and two ideas seem to be very popular topics for conversation.
1) The death of the Trinity (healer, DPS, tank)
2) The diminishing element of multiple players in a multiplayer game.
I think a good example of this is SWTOR where because of your companions you can level from 1-50 without ever having to be in a group. But with the Trinity, there was always grouping. My priestess would duo with a warrior or a tank would have 1 or 2 DPSs and maybe a healer if doing a dungeon. It struck me that maybe these are related. I havn't played GW2 (because it is sold out) but it seems to me that as games move towards jack-of-all-trades instead of specialists that the gameplay will become more just ORPG.
Comments
How do you explain UO, EVE, ATITD and Puzzle Pirates? Each of those games has extensive solo gameplay, however they have strong communities and more collaboration/interaction outside of the guild unit than most MMOs.
Your assumption seems to be that grouping = interaction, and your conclusion based on that seems to be that solo play removes the "MM" part from the equation. Both are false.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
ORPG is multiplayer. What is the problem?