Isn"t the logical conclusion of that line of thinking, "We should only make single player games!"? Sure, if everything is incredibly accessible and soloable, the potential market is much bigger. The potential market is also much bigger if your product is web based and freeish. Maximizing the potential market is maybe a good idea financially, but that doesn"t necessarily make it a game that a community like this would want to play.Ngruk said:If you had a player base of 1mm players, does it make sense that more players are going to play and enjoy content made for 2,3, 4 players as opposed to 5-6 or 10 person groups?
Additionally, I think limiting too much content to solo/small group has the potential to hurt retention. The less players are compelled to make friends and form communities, the worse retention will be imo. It"s really easy to get frustrated with a single player game and never touch it again. I"m sure we"ve all been there, but if you have friends/connections to the game, then it"s not so easy to discard it. Sticking to very small groups also can hurt retention because when one member of that duo or trio quits, its much more of a blow to the group cohesion than in bigger groups. Duos and trios are much more likely to be the exact same people all the time, which can be great and certainly has a lot of advantages, but if that"s as far as your content goes, there"s little reason to build ties outside of your little group, making it much more likely that people will quit in 3"s instead of in 1"s (and maybe less likely to recruit new players into the game as well).
Another concern, at least for myself and I would think anyone reading this, is that even if you don"t have the time, motivation, skill, whatever to tackle the more difficult content in a game, it"s inspiring to know that it"s there. It"s that ultimate carrot dangling in front of you. Maybe that has little effect on many players, but it certainly works on me.
Edit: After re-reading, I didn"t intend to sound like I was against small groups, far from it. I just don"t think that the content should be capped that low. Ideally, I think that there should be content appropriate and useful for groups of as many possible sizes as possible, with at least solo, 2-3, 5-6, 10-12 covered for pretty much the entire leveling curve. It doesn"t necessarily have to be different content either. As you increase in power (whether by increasing level, gear, skill, whatever), I think it"s viable to consider this level"s 10 man content next level"s 5 man content. That already happens of course, but the key is itemizing it properly to keep it useful. Sure, MC is probably 3-4 man content right now, but it"s not like anyone is going to wear the gear they get from it.