Gaereth_foh
shitlord
- 0
- 0
Well, to be fair, WOW introduced choice into the system rather than removing anything. They gave the player a choice and most went for the faster, easier, or the perceived better method. If anything WOW laid bare the fact that most people are selfish bastards and will do whatever benefits them the most.
A certain method of game play should never be incentivized more than any other except through actual game play reasons. You should be grouping to access areas you cannot solo, to attain skills and gear, or because you enjoy grouping, rather than grouping because there is a built in system that rewards one type of game play more than another and gives you more bang for the buck.
Lets set up a scenario where you might group so that you will learn your group related skills. For instance, you can learn single target spells from your trainer, but in order to access your group buffs you have to...wait for it...group!! Make the motivation to group something related to actual game play rather than vested in an optimum pattern that the min/maxers have determined is the best reward for time spent. Build in options that allow people to play how they want to play rather than limiting them.
People spend way to much time developing arcane methods of socializing people that has nothing to do with actual in game play. If you develop the game play and content that people enjoy then you don"t need to hang a proverbial pork chop around people?s necks to get them to play with each other. People are always, ALWAYS, going to be selfish bastards and do whatever benefits them the most so if you start putting in incentives to group then the only reason they group is so they receive said incentives.
WOW actually did well in this regard by creating fun and interesting group situations in the form of instances but they also failed by not taking into account the selfish bastard and race to endgame syndrome. They created these fantastic places for people to go and group and get good gear, but if you?re moving through levels so fast why should you care about those instances??? In WOW?s case the incentive to group was there it was just overpowered by the carrot of levels.
However, if they had added group only skills to these instances then people would have had a selfish reason to group and go experience the content. In order to receive certain skills you have to group through the instances and learn the skills you need. Doing it like this makes it a game play reason rather than a social experiment reason.
Everything that a player does in game should be based around an actual game play reason and never about artificially creating the situation you want to have happen. You are still going to be directing people in the ways that you want, you are just doing it through their decisions rather than yours.
A certain method of game play should never be incentivized more than any other except through actual game play reasons. You should be grouping to access areas you cannot solo, to attain skills and gear, or because you enjoy grouping, rather than grouping because there is a built in system that rewards one type of game play more than another and gives you more bang for the buck.
Lets set up a scenario where you might group so that you will learn your group related skills. For instance, you can learn single target spells from your trainer, but in order to access your group buffs you have to...wait for it...group!! Make the motivation to group something related to actual game play rather than vested in an optimum pattern that the min/maxers have determined is the best reward for time spent. Build in options that allow people to play how they want to play rather than limiting them.
People spend way to much time developing arcane methods of socializing people that has nothing to do with actual in game play. If you develop the game play and content that people enjoy then you don"t need to hang a proverbial pork chop around people?s necks to get them to play with each other. People are always, ALWAYS, going to be selfish bastards and do whatever benefits them the most so if you start putting in incentives to group then the only reason they group is so they receive said incentives.
WOW actually did well in this regard by creating fun and interesting group situations in the form of instances but they also failed by not taking into account the selfish bastard and race to endgame syndrome. They created these fantastic places for people to go and group and get good gear, but if you?re moving through levels so fast why should you care about those instances??? In WOW?s case the incentive to group was there it was just overpowered by the carrot of levels.
However, if they had added group only skills to these instances then people would have had a selfish reason to group and go experience the content. In order to receive certain skills you have to group through the instances and learn the skills you need. Doing it like this makes it a game play reason rather than a social experiment reason.
Everything that a player does in game should be based around an actual game play reason and never about artificially creating the situation you want to have happen. You are still going to be directing people in the ways that you want, you are just doing it through their decisions rather than yours.