This article looks like an excellent launching point for talking about what I think is one of the major drawbacks of Massively Multiplayer games. I am by no means a veteran of MMO games, but I’ve played a few. Every few years I pick one up and put a few weeks into it. I started with The Realm way back in 1996, and in 2002 I played Dark Age of Camelot. One thing I’ve noticed about the games I’ve played is that they all more or less require players to work together. (Note, I understand World of Warcraft eases this requirement, so that solo play is less painful. I haven’t tried WoW yet, so I can’t say.) This requirement makes sense at first. What’s the point in having a multiplayer game if everyone goes off in their own corner and does their own thing? But this cuts the other way, because it makes the player dependent on others to take part in their gaming experience. It’s usually exceedingly difficult to play these games alone. I’m not a big fan of this dynamic, and I think there are better ways to encourage people to play together without punishing them for not doing so.
But before I get started: I’m not sold on the idea that people need to fight together – or against each other – to make the game “multiplayer”. A lot of the multiplayer appeal comes simply from having others around so that you can trade, share tips, chat, or show off your avatar.
The typical MMO expects – and is designed around – certain behaviors. Players are encouraged to form groups of (about) four people of varying classes or skills. You’ll need the “caster” (someone who can deal tremendous damage but who is themselves pretty fragile) a “healer” (someone who can restore hitpoints during a fight) and a couple of “tanks” (people who are very durable, who can protect the others). The more a player strays from this expected ideal, the harder the game gets for them.
But all we’ve accomplished here is to take the basic single-player gameplay (kill monsters, earn XP and loot) and add a certain level of unrewarding busywork that must be done beforehand. The problem here is the inherent hassle of getting a group together with the right mix. They all have to be near the same level, of the right character types, interested in the same sort of fighting, and available for the same period of time. They need to find each other, agree on a leader, and pick a place to play. This is tricky for a bunch of strangers to pull off in a world where everyone is constantly coming and going. Suddenly you have a great recipe for wasting everyone’s time. (I’ll also throw in that not all of us are attention-starved extroverts. After a few hours of MMO gaming I’ve really had my fill of meeting new people. Some thrive on that, but some of us would rather make a small group of friends and otherwise keep to ourselves.)
Continue reading 〉〉 “Roundtable:
MMO Games & Social Busywork”
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.