Thursday, March 21, 2013

Foundational Principle #9 – Forced Socialization was good, then bad. Is it time for a comeback?

Over the decades MUDs evolved from their mostly solo-friendly roots to the first generation of MMORPGs (Meridian 59, UO, EQ, etc.) where group play was not only encouraged but quickly became a necessary component to leveling up characters and gaining the best gear. More recently, the genre has further evolved (or devolved, in many peoples’ opinions) to where solo-play to level cap is not only possible but can be the most efficient way to do so when one factors in the leveling time that is “lost” when players seek a group, getting that group organized, choosing the right targets, etc. Additionally, when you also factor in things such as  “ninja looting,” at times seemingly endless debate about tactics, targets, etc., solo-play becomes an even more appealing behavior. Dark Age of Camelot certainly was a pacesetter in establishing this trend since back then, we specifically wanted to make the leveling grind less rugged than in Everquest for example, by decreasing the amount of time people needed to spend between fights, no long boat rides, etc.

Continue reading here:   Foundational Principle #9 – Forced Socialization was good, then bad. Is it time for a comeback?

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