So, here’s the question: Whence comes the need for a game mechanic to encourage, much less force, player interaction?
freespirit wrote: »I am by nature a 'solo' player, when put in a group situation I tend to panic and forget my normal play style...... leading inevitably to many deaths!!
However in the days since ESO went live I have begun to learn how to be a 'team' player.
Firstly I have a group of Guildies who are non-judgemental and encourage me to give things a go, without the oft present derision in other MMO's.
Secondly the way the game is atm, if I want to complete certain quests/world bosses/dolmens I need other players present if not always as part of a group.
For me this has been a good thing, I have enjoyed my interactions with other players, often across language barriers and presently have a fairly healthy list of contacts/friends, something that has eluded me in other MMO's
The thing is I probably could have still reached the level my main is at without these interactions BUT I am much happier as a player for knowing that there are people playing who are happy to join up against a common foe
That is actually an excellent point, @vyndral13preub18_ESO. I hadn't actually thought of that. At least not in those terms. I was really thinking more of overall deliberately gimped mechanics, like the shortage of inventory space and FArtS (forced artificial scarcity).
I really wasn't expecting to get such excellent answers as I have gotten from you guys. You've made a pretty good case for incentives to group. I think my point stands, but adjusted. Perhaps incentives to group need to be there, but what about about the other inducements to interaction. Like punishment for self-sufficiency and forced scarcity?
@Aett_Thorn But, again, isn't the desire to do things together incentive enough for those who came for that multiplayer experience? That desire seems rather strong, judging by the comments I've seen around the forums. I play regularly with someone else. Because I want to. I would play with him even if I did all my own provisioning. I do it because I want to, not because I don't have enough bank space to support potion-making.
No, @MongooseOne, I've conceded the point on actual content. I get that group encounters need to be difficult to justify the group experience and that even if one wants to group, doing so is a giant pain in the butt, so incentives need to balance that.
By self-sufficiency, I mean being able to, for instance, master all eight crafts without having 7 alts just to hold materials. And by forced artificial scarcity, I mean the rarity of, for instance, tempering agents and provisioning ingredients.These things aren't scarce by their nature, they only exist as code. They could hypothetically be infinite.
And, @Aett_Thorn, I would say, yes we'd play together still because we've been wanting to play together. And even if we don't play together, and we play alone and just chat in /guild or something, the game doesn't implode, we're still there together in the same world, by choice, enjoying each other's company precisely to whatever extent we desire. Why wouldn't you just do your own quests? Because you like my company. Or because my avatar is uber-hot.
Edited because I had to...
So, here’s the question: Whence comes the need for a game mechanic to encourage, much less force, player interaction?
Okay. I have a question. I’ve asked it before, in other threads, but I think it was taken as rhetorical, because I haven’t been able to get an answer. Maybe no one actually knows. Maybe it’s one of those things that are the way they are because they always have been. Either way, I am honestly asking. I’m not sniping and it isn’t rhetorical.
All over this forum, in various conversations I have seen comments that say essentially, “x has to be this way to encourage/force people to interact with each other.” I’ve seen it given as a reason for the forced artificial scarcity of certain racial motifs, tempering agents and recipe ingredients, for the difficulty of VR content, for the lack of personal and bank inventory space, for the need for more forced group content… And, interestingly, this reason is taken as a given, it seems.
So, here’s the question: Whence comes the need for a game mechanic to encourage, much less force, player interaction?
Don’t misunderstand me, here. I am not advocating anything be implemented to encourage or force solo play either. In fact, in my mind, “play the way you want” means I am not ever forced to play solo or in a group in order to experience content. And I’m not addressing the issues that foul up grouping. I think most of us can agree that those things need to be fixed ASAP. What I am asking is, why isn’t the way you want to play the way you want to play regardless of external incentives? By this I mean, if you are a person who wants to interact with other people, won’t you interact with other people even if you don’t have to? And if so, why is it accepted that some things need to be harder in order to do alone to “encourage” you to do what you already wanted to do in the first place? And if you are a person who doesn’t want to interact with other people, why should there be mechanics that attempt to coerce you into doing so?
LongHammer wrote: »The game gives plenty of single player action levels 1-50. The game also has some group friendly action including PVP, and VR content and trials ect.
To complain that as a single player you cannot do VR areas, or the instances, I think is stupid. Why would you want to do that content as a single player when the content was placed there for those who group.
If they make all the VR levels solo, where is the justification for a paying customer like myself that enjoys grouping up?
Face it, it's an MMO, not a single player game. Sure I love to play solo as much as I do love to group, but I do both.
I am glad to hear they reduced the grind, but to lower the difficulty to me was a shame.
If you want to experience other areas as a single player you have every option to roll a new character in a new area and experience that all alone that you wish to be.
Just may take on it.