Draegan_sl
2 Minutes Hate
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- 3
1) A lot of games have EU people playing on NA servers. Rift, LOL, GW2 etc. So this whole point of yours is wrong.1) In EQ I played in a so called European guild (conveniently called 'Europa') but we had a good mix of North and South American, European, Mid and Far East players. It worked well, but the segregation of US/EU/AS servers introduced by WoWkilledthat concept. I still don't understand why that model was adopted in the MMO sector.
Because of the slightly higher ping when you have an ocean between you and the server? It's an MMO, not a FPS game. 50ms extra ping is totally irrelevant.
Because of the language barriers? Maybe that was 'solved' for US server since they didn't have to interact with foreigners anymore (except random Mexicans). But EU servers still are a very mixed bag of cultures and languages, and Aussie players are put on Asian servers, so same "problem" for them. I put problem in quotes because it's not a problem at all. You interact with people you can talk to, the fact that there is a faction on the same server that you can not talk to does not diminish your opportunity to find people you can communicate and play with.
2) I disagree with the player name recognition as a trigger to form a community. There is a name recognition aspect, but it's on a guild name level. When I'm in game at a hub, I'll initially start recognizing guild names, not player names. Having a server with a population of 100K players or 1 million players (factor 10 difference) barely has any influence on getting familiar with guild names.
On getting familiar with individuals, that happens when you get into a pick up group and remember a guy because he was a good, cool or just funny player. So you add him to your friends list. From then on, it does not matter at all how huge your server is, you can always find your new buddy in an instant. The larger your server, the bigger the pool of cool guys is, while finding them is not affected. Big server > small server.
3) I don't like voice chat as a primary means of communication in an MMO. Part of that is me: I'm just a bit too introvert to start talking to strangers. Part of that is the language barrier: while my English is decent - as I'm hoping to show here- speaking it is a bit more of a challenge and I'm not a 100% comfortable with it, certainly when I'm supposed to be having fun and relax. Also keep in mind that I'm stuck on a Euro server and thus voice chat would be a mix of 'English' with cockney, scottish, welsh, irish, french, spanish, german, russian, greek, italian, ... (need I go on?) accents,IFmy companions are even a bit fluent in spoken English.
So let's keep chat to that chat box, can we? For one, it provides just enough distance for me to feel comfortable with interacting with strangers, and second it forces people to focus on communicating the bare necessities in a concise manner. Spelling and grammar can even be flawed, because people have a chat log and a few moments to decipher it. On voice chat, you have no log and less time.
4) Game pace is crucial factor in being able to communicate with random players passing by. In EQ when you were camping a spot with your group, you could /say to nearby people or /shout to the zone. Good for practical info (/say group full?) or zone banter (/shout Grabbit > Fitz).
Nowadays everyone is an EQ Bard.
5) Instancing: definitely a huge factor in the killing off of MMO communities, but others have already explained it plus I need to go lunch.
2) Good for you I guess? My point still stands that most people will more likely to feel more socially part of a server/game/community the more they recognize people. The whole friends list thing works in any game regardless of any type of setup. One person can only have so many friends before it's just a list of names you barely know. Someone could probably link you a study that shows how humans have circles of friends and there is some kind of limit. I know it was linked at some point on FOH.
3) Sorry to hear that you're socially awkward. I hope you get over that.
4) Game pacing is a subjective thing. Your way is boring as fuck to me. You really like it. No wrong answer really unless you want to get into the perspective of game developer trying to make a game that gets the most amount of people playing.
5) I really disagree. Over-instancing can kill off a community I suppose. But, look at it from this perspective. You have 50 people that want to do a dungeon. With instancing you can have 10 groups playing together and having fun and "socializing". (If you bring up WOW and dungeon socializing then you can stop, WOW dungeon design is really shitty.) Without instancing you could potentially be alienating people.
Instancing doesn't kill communities inherently, but if used poorly, can really do harm. Just like any tool.