shabushabu
Molten Core Raider
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So i would like to ask... what games post 2005 have introduced mechanics that promoted social interaction... perhaps we can start there ?
Most modern games don't promote social tools outside of one's own already established friend group because most people don't want to play with "internet strangers". I see it often in people who are new to gaming and are intimidated by the old guard already present.So i would like to ask... what games post 2005 have introduced mechanics that promoted social interaction... perhaps we can start there ?
Mind boggling conclusion there... or times have really changed.Most modern games don't promote social tools outside of one's own already established friend group because most people don't want to play with "internet strangers". I see it often in people who are new to gaming and are intimidated by the old guard already present.
I would say any game mechanic that promotes interaction between 2 or more players. Outside of the obvious ( pvp ).Your question cannot be answered without establishing a baseline as to what a mechanic that promotes social interaction is.
To clarify that even further, you mean content that can't be defeated without a group or a class structure that's balanced towards group play instead of solo play. Because when you just say mechanics, that leaves a whole plethora of WoW and WoW clone offerings that could fill that criteria - most of them probably better than Everquest. That being said the exception that I will raise with a lot of the people who attempt to blame WoW for ruining the social aspect of the MMO is the fact that 99% have never even done any of the content that actually requires a group (or doing things that don't require a group, but are much more fun with a group). Which is really akin to someone getting to level 4 in Everquest and saying sorry guys, it just wasn't social enough I killed rat after rat and never ran into anyone and no one helped me.I would say any game mechanic that promotes interaction between 2 or more players. Outside of the obvious ( pvp ).
I don't think WoW killed it honestly. The WoW clones did. In vanilla i remember standing in ironforge selling enchantments ! And there was quite a bit of socialization in Vanilla WoW.To clarify that even further, you mean content that can't be defeated without a group or a class structure that's balanced towards group play instead of solo play. Because when you just say mechanics, that leaves a whole plethora of WoW and WoW clone offerings that could fill that criteria - most of them probably better than Everquest. That being said the exception that I will raise with a lot of the people who attempt to blame WoW for ruining the social aspect of the MMO is the fact that 99% have never even done any of the content that actually requires a group (or doing things that don't require a group, but are much more fun with a group). Which is really akin to someone getting to level 4 in Everquest and saying sorry guys, it just wasn't social enough I killed rat after rat and never ran into anyone and no one helped me.
Good point, and it can even be taken further. What do most players consider to be social interaction? Specifically the kind that they see to be missing in today's mmos.Your question cannot be answered without establishing a baseline as to what a mechanic that promotes social interaction is.
Any game that doesn't have chat windows is anti-social. Therefore your baseline can is any game with a chat window.Your question cannot be answered without establishing a baseline as to what a mechanic that promotes social interaction is.
I would go a step further and say that few modern games promote socialization with your established friends either since they tend to divide players by skill level and in many cases hard coded factions as well.Most modern games don't promote social tools outside of one's own already established friend group because most people don't want to play with "internet strangers". I see it often in people who are new to gaming and are intimidated by the old guard already present.
This right here is how every game gets it's sub cancelled nowAll I know is as soon as I reach the point in a MMO where I'm sitting around in town somewhere sending my resume to people or shouting for others to send their resume to me to sort through I almost immediately feel like I am done with the game.
Exactly, gear score and instant dungeons accross realms do not promote socialization in my opinion... in the past reputation from grouping got you invites.. and reputation is based on socialization..The "resume" feature is on players, though. Games have made it easier to gauge player power, so people try to weed out the "weak". That has pretty much existed in every MMO. Unless you want to go back to a no-damage meter/"what the f do stats do?" model, you will never escape that in any game which rewards min/maxing gameplay.
I was just listing what EQ had that made it competitive and thus social. I wasn't saying these things were required in other games. Good job focusing on the little things, though.Diamyr_sl said:Every single thing you listed exists in modern MMOs. Including WoW.
See to me (and likely a lot of others) my friends list was more of a tool to get something going quicker and I think pretty much anyone who raided with a top tier guild would agree that the real sticking point of those guilds was efficiency and not so much friendship. Of course I had some great friends both in and out of my guild, but when you're toting around 60+ people at any given time, the reality is I barely knew a 3rd of them, I fucking despised the other 3rd and that pretty much left 20ish people that I did like and would say that I actually would want to have a conversation with.Exactly, gear score and instant dungeons accross realms do not promote socialization in my opinion... in the past reputation from grouping got you invites.. and reputation is based on socialization..