If only I could get the school outfit for normal armor, I came close.
If only I could get the school outfit for normal armor, I came close.
This sounds cool. I usually only run dungeons with guildies and I rarely run dungeons to begin with so I might not use it all that much, but it will be nice to have either way, the more QoL features added the better.
Not necessarily.
One could design a game in which the world is intended to move players through once. Progressively opening up convenience travel. Examples of this would be; Path of Exile, Guild Wars 1, Baldur's Gate, Super Mario World, Asheron's Call, Diablo 2 or every proper TES game.
Actually a LFG just like WoW would have brought me back to the game. I have no interest in using a finder like the old days, I have plenty of other things to do with my time. That's just my opinion though.
Playing
WildStar -Mechari Medic, Draken Stalker
Diablo: RoS
GW2 - Ranger
This is not myth. However, it is a matter of design.
For the technique of forced grouping to work one needs significant consequence for not grouping.
Here's an example of one of the lowest class MMOs: In World of Warcraft there is no object or significant disadvantage to your progression [the goal of the game in total] in going from zone A to B solo. Thus there is no social incentive, and more importantly, personal ramification to being a "lone wolf".
Now in a game like, FF11 or EQ, going form point A to B could often be impossible as a solo player. Or at the least, so detrimental that it was counter to progression. Literal in the case of Everquest as one could lose levels.
That created an environment in which players had to be willing to take the leap of trust and cooperate with one another. By course and nature, those with the furthest progression were those that also put the most effort into their social well being.
If one can progress to equal measure alone or with minimal social grace then the system of forced grouping breaks down.
There might be games in which the design of the game isn't intended as such- again, like World of Warcraft or Diablo 3. Where the play experience is aiming to bring to the player an immediate experience. That is perfectly fine.
The so-called "myth" would only exist under the circumstances in which the design of the game is not expressly trying to invoke that culture of game.
One of the better written examples of this is actually from Chris Wilson of Grinding Gear Games as it relates to the subject of free-for-all party loot. Which was rife with ninja looting and backstabbing-- counter to group incentive? Perhaps.
Though as Chris explained, GGG intended the party looting experience to be intense and stand off-ish. It was their goal by design.
So too can a game (or MMO) be intended to cater to a immediate or socially complex agenda as a point of design.
Last edited by Fencers; 2013-06-07 at 12:44 AM.
This would really make me happy :3
I cried alone every single night. It felt like every day that passed here stole another piece of my real life away. After i cried, I’d go and fight as hard as I could. My only thought was winning, moving forward, and getting stronger. — Asuna Yuuki
I know. I noticed your keen wording as quoted in post #28.
Though I did want to point out that it is possible to create a game which is designed around the game world, not necessarily about repeated travel/exploration of the game world itself. Or at all in the case of some games.
Ex., Super Mario World.
An examples of the inverse would be something like another Miyamoto masterpiece; Ocarnia of Time. Where the game is designed to have the player traverse the world repeatedly. Or say, Symphony of the Night.
It's just not an absolute. Could go either way. Depends on how the game is designed or the play experience the devs are aiming for.
Now, I do think you are on the money w/r/t GW2. Although that does open up an interesting dilemma present in Guild Wars 2. And actual concrete, bad game design.
I'll explain.
The game allows players to already teleport within a dungeon/fractal stage so long as they are in the zone on party member entry. Which players can achieve simply by teleporting to any revealed waypoint already. Including the dungeon/fractal waypoint. There is no minimum range on this already included effect.
Revealing the exercise as one designed merely as gold sink.
So why is it that I can get a dungeon port just standing anywhere in a zone? What purpose does it serve aside from the aforementioned gold sink?
If a tax is to be leveraged against the player for this convenience [loosely], then why not simply charge the fee upfront from anywhere? Why force a loading screen to tax the player?
The system is not just foolish. It is as stated; quintessentially faulty design as it doesn't serve the goal(s) of social interaction or inspire exploration/visitation en route.
That is bad design. Or rather, "wrong, for the game."
Well, I think that's an issue of they want you to at least have been to the zone, but don't want to punish you by forcing you to travel to the instance. Which puts it in an awkward space. Ultimately, they need to resolve that dichotomy, and while I can think of a few ways to do so, I'm not sure which is ultimately the best. The interesting thing is that the current solution is ultimately the same as (more or less) the GW1 solution, with the caveat that all zones force-traveled you when anyone zoned, rather than giving you a choice, or being restricted to only dungeons.
Almost a year too late. On the other hand, anything is better than the current looking for group system they use so I'm glad.