Tobold's Blog
Tuesday, August 07, 2007
 
Bringing players together

One of the more memorable experiences in my MMORPG career was being invited into a group of Japanese players in Final Fantasy XI, and ending up playing well together in spite of them not speaking English, and me not speaking Japanese. That episode was based on two features of FFXI: international servers and a very good LFG system. Notwithstanding all the improvements to the MMORPG genre since, I must say that the ease of playing with complete strangers has gone down. Several people mentioned in the discussion of MMORPG dimensions that adding content to a game dilutes the player population, and that finding a group in WoW for the Scarlet Monastery is nearly impossible. Why should that have to be so?

With now 9 million subscribers obviously at any given moment there are at least 5 people around who would want to go to Scarlet Monastery. The problem is to bring them together. One issue is that with the current setup not everybody can play with everybody. You need to be on the same server and in the same faction to be able to form a group. Cross-server instances would solve most of that problem, that is a solution which worked well for battlegrounds. Enabling Horde to group with Alliance would also help, it is not as if the two sides were really fighting each other much any more since TBC, they always seem to be pursueing the exactly same goals.

But the more interesting question from a MMORPG design point of view is why the WoW LFG systems don't work. They've gone through several variations and improvements, and still nobody uses them. Part of the answer is a vicious cycle: Nobody uses them because nobody uses them. If WoW would have *started* with a good LFG system two-and-a-half years ago, using it would have become part of the way the game is played. But as the first variations were so bad, people got trained to ignore the LFG system, and even improvements don't change old habits. The other part of the answer is the "Vision" argument: People don't use the LFG system because soloing is too easy. This is really, really hard to get right. Between the people who always solo and the people who always group there is a large population of players who could play either way, depending on the situation. If it is easy enough to find a group, and being in a group gives you a large enough bonus to experience and loot possibilities, these players will group. If finding a group is too hard, and you don't miss much by not joining one, they will solo.

I think previous design attempts have been too binary: Content is designed to be either solo or group. You can't solo Scarlet Monastery at level 40, and you wouldn't group for doing non-elite level 40 quests in Stranglethorn, because there is no point in doing so. A better solution would be to make all content accessible to both solo and group players, but scale the challenge and reward level with the group size. Then you can fine tune the amount of bonus you need to give for people to be encouraged, but not forced, to group. That still doesn't solve the problem of dilution. But it might get us away from the "solo to level cap, then group" mentality that is currently prevailing.
Comments:
Wouldn't cross server instances make it easier for cheaters and farmers to laundry their gold and items?
 
Great point, as the purpose of a MMORPG is to play with other people all over the world, that is what I loved about Guild Wars.

If you want to solo to level cap then go play a normal RPG.

I am currently lvl 61 and in hellfire peninsuala and still struggling to find groups, hope it gets better soon, since raiding is too hard core for me.

Keep the great blog going!
 
If Blizzard would stop forcing you to be in the LFG/LFM queue to get into /lookingforgroup, that'd make things a lot easier.
 
At this point, Blizzard is pretty set in their ways. If WotLK sales fewer copies than TBC then maybe Vivendi will get the message.
 
"If you want to solo to level cap then go play a normal RPG."

This is just a plain dumb thing to say. I'll let you figure out why. Because I doubt any amount of my explaining would do it.

Point is, Massively Multiplayer does not have to mean playing together.
 
More often than not, the WoW LFG/LFM tool has worked wonderfully for me. Whether trying to find a dungeon PuG or just looking for a group for some quests, I'm usually successful in getting a group.

Of course, whether or not the group is actually competent is another matter.
 
If you want to solo to level cap then go play a normal RPG.

I want what Blizzard offered 1-60; a nice variety of solo, duo, and 5 man content and not raid'quest; also known as the burning crusade.
 
It has alwasy amazed me that people have such a hard time figuring out why the LFG interface fails.

It is simply that it never ever had the flexibility and Advertisement that the old world LFG channel had.
People never handle the loss of functionality well.
On High pop servers the LFG tool works in a ho-hum kind've functional way and therefore more and more people use it. Wart and trolls and all the world chat channel just gave you a bigger audience when you were looking. Including people logged on to Alts

On low pop servers people gave a try or two it didn't work and they wrote it off. Thus to this day it still fails. It's like everything else in the MMO world. At implementation you impress everyone and they use it or they label it junk and never look back.
 
Cross-server instances wouldn't mess up the economics too badly if they added cross-server AH's too. ^^
 
When I think of group vs. solo play I often think of how I get to work in the morning.

I can drive my car (solo play) or take mass transit (group play).

I would love to take mass transit to work more often but in my area it is just not reliable enough and takes about 20-30min more go to/from work.


For the same reasons I don't group-play much in MMO's. It just takes too much time putting the group together and waiting for everyone to be ready. I don't have unlimited amounts of time to play so solo play is the most 'bang for your buck' playstyle for me. Some of best and worst fun in MMO's have been while playing in groups. For that reason I would rather play solo as it is a much more reliable experience, fun-wise.

I've yet to play an MMO that made it worthwhile playing in groups (other than just forcing people to do so).
 
As for games that has good systems in place to make people play togheter, look at City of Heroes/Villains.

* Mission content is scaled based on level and number of players as well as difficulty setting. There are some exceptions, but most content one can play solo as well as in groups and it will still eb suitable for the levels of the players as well as the size of the group - or the solo player.

* The sidekick/exemplar system makes it more viable for people to play together, regardless of their levels. They do not necessarily have to be close to each other in levels. Thus it is easier to find people to group with.

* Game mechanics does not force you to have the holy trinity in a group, many variations can work well together. There are also literally hundreds of combinations how people can create their characters from the basic archetypes and the powerset options available - and that is not including which powers they select from each set.

* Travelling is generally easy and fast, except for the lowest levels. A group can get together quickly.

* Everyone in a group gets xp for completing a mission, not just the owner of the mission.

* Players have a global handle which is assigned to the account - friend lists, chat channels etc is using the handle and one can easily communicate with each other regardless of which character and server a certain player is at right now.

All in all, the game has a number of features which makes the sometimes pain that can be associated with grouping in other games much less of an issue. While soloing is viable for the most part, I find that I group more often in CoH/CoV than in other MMOGs, including in PUGs.

Soloing can be fun, but grouping is just much more fun and it is mostly quick and easy to get a group going and do some missions and have some fun.
 
When a L.F.G. group system is first implemented it should be temporarily incentivized to get people to use it. For example a %5 bonus to XP for the first month.
 
Another problem is that many people have alts in the mid-level area that they would love to run along in an instance.

With the currect LFG-tool I subscribe the character I'm logged into as looking, whereas I might also look for groups for my alts.

I have a number of alts ranging from 23 to 41. Usually, I'm logged into one and set him/her up in the LFG-tool. Then I read the /lookingforgroup and usually find something for another alt. I ask for compatability, relog and join. Problem solved.
 
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