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Old 09-04-2008, 06:44 PM
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Default Player Consequences: Getting back to Grouping

Filed under: World of Warcraft, Game mechanics, Warhammer Online, PvE, Player Consequences

It's no secret that modern MMO design has changed drastically in the years following World of Warcraft. The secret of the game's success has been the topic of discussion for every gaming blog and review site for the past four years. Yet while everyone tends to focus on what World of Warcraft did right, there are a few areas where the game underperforms. In particular, the grouping and guild systems seem to encourage quid pro quo relationships between players as they are leveling or gearing up their characters. That's not to say that Blizzard was trying to discourage strong bonds between players, but more that they were concentrating on making one of the first solo friendly games in the genre. They eventually reached this goal by developing the questing system we now see emulated in almost every modern game. Unfortunately, this focus on solo questing has had some major unintended consequences for those who like leveling in groups.

As long as World of Warcraft remains the top performing MMO on the market most game developers are going to assume that only the minority of players actually prefer grouping. I've seen people compare the subscription numbers of World of Warcraft to games like EverQuest 2 to support this argument. It's obvious that most players would rather keep the solo friendly format then be forced back into the days of required grouping. However, the situation doesn't require that MMOs have to be designed to cater to just one style of gameplay. Some minor changes could be implemented in modern questing and leveling design, which would greatly encourage cooperative grouping. Most MMOs that are oriented on solo questing only discourage grouping by accident and not on purpose. Still some of these "accidents" tend to be very annoying to anyone trying to level with a group of friends.

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