Originally Posted by
Tidezen
I agree quite strongly with this...I never did LFR to be "raiding", I was doing it simply because it was the fastest way to better my character, without having to actually raid.
Ironically it was the warlock green fire quest that finally killed my interest in WoW...not because it was badly done, but because it was so well done. I realized Blizzard had the chops and knowhow to make strong, challenging single-player content if they wanted to...they just weren't. Then they also had the Brawler's Guild...again, totally great ideas, fun fights, a good challenge, but like the Warlock quest, purely cosmetic rewards. And cosmetic is fine and all, I mean hell, I loved soloing old raids for nothing other than the challenge, some achieves, and a piece of transmog gear.
But at the end of the day, I'm left with this feeling of, "Well, why not? Why not give actual, progression rewards for doing some of the hardest solo (or small group) stuff in the game?"
I think MMO's are stuck in this mindset of the hardest stuff needing to require a massive amount of people...that is what the first two "M"s stand for, after all. But after seeing the rampant, insane levels of success of something like League of Legends, one would think that developers would start to understand that it's not really about the size of the group that matters; it's completely, and always has been, the complexity and challenge of the gameplay itself. You can have complex, rewarding gameplay, whether you are an army of one, or one hundred.
Since Wildstar is still in its infancy, and because last year their devs were talking about making solo endgame progression an actual thing, an actual, legitimate way to play the game, formally recognized by their in-game system, I hold out some hope that they might find the dev time to make this into a reality. It's almost embarrassing how slow MMO developers have been to pick up on this trend, that their game would be a lot more enjoyable to a lot more people if they could just play it on their own time, progress on their own time. That the "massive" part of an MMO only really has to mean the game world itself, not how many "facebook"-type friends I have at any given time. I feel this is going to be the MMO 3.0 category, when someone finally picks up on the fact that most players don't want to be forced into massive groups just to get anything done in the game. The stats have been there for awhile now, it's a huge, untapped audience...they just need to start creating content for it.