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Called "MMO", the games we play are designed for interdependence with other players. In our latest Social Hub, we take a look at how player choice may have led to a decline in that interdependence. Check it out before heading to the comments.
Once upon a time, a popular consideration was whether or not your chosen server would have a good community (at launch or if you joined up later). Would there be a healthy population over time? Would there be helpful, skilled players to team up with? Would there be a good class distribution ratio? And for some, whether there would be active roleplayers (or RP servers). Classes and gameplay and choice were all important, as they are now, but somehow it seems like for myself and most people I know that have played MMOs for a while, the mindset of planning was with a more group-oriented mind. You didn't want to roll on a server with a severe imbalance of, say, mages, making groups hard to find. Nor would you want your home server to have just a handful of crafters. Designers too knew that there was potential for wildly uneven numbers at times, but communities sprung up and often took care of themselves. That's not a rose-colored glasses statement, as having to reroll a character was more painful then, so knowing the community composition and being able to settle into your groove mattered.
Read more of Christina Gonzalez's The Social Hub: Player Choice & the Decline of Interdependence.