Ekim's Gamer View: Playing
Casual
Michel
"Ekim" Veilleux
2003-04-25
I recently made a complete 180 degree turn. Where
I used to be a dedicated defender of Grouping and had little
respect for those that tried to tell me they wanted to solo
in an MMORPG, I am now admitting my idiocy and count myself
among those who want to be able to go about things on my own.
Did something finally happen to me to make me change? Did someone
utter some magic words to me? Well, no, not really. In fact,
I just finally got the point
Lonely crowd
There’s a method to my madness… no, really there
is! Not very long ago, I played MMORPGs because of the social
interaction. I always considered it more fun to be able to expect
coming across another human-controlled being at the next corner
than going about long roads filled with nothing more than what
we call artificial intelligence. I’ve never really been
able to strike up a conversation about the quality of my sword
with an AI character. So interaction was key for any and all
MMORPGs as far as I was concerned.
I’ve never understood why anyone would
actually want to pay a monthly fee to play in a crowded game
and want to solo through it. I’ve never understood those
that didn’t want to play with groups of other players,
arguing that it was at the very base of any multiplayer game.
Through various discussions with people that were on the other
side of the fence, I finally decided to jump over and try to
experience what these people were trying to explain to me. Turns
out I wasn’t thinking the right way.
Unlike I used to think, wanting to play solo
in an MMORPG doesn’t necessarily mean that one never ever
wants to play in groups. It just means that some players out
there want to be able to advance within any given game without
needing to resort to grouping. The question that remained, for
me, was why would anyone even want to solo if their life could
be more interesting if they grouped? Why would someone not want
to socialize while playing?
Playing to advance…
Advancing to play
The answer finally occurred to me when I decided to come back
to a game I had left for a while. The friends I had made before
I left, although they were still there, were now way too high
in level to even think of grouping with me. And I suddenly understood
that this is how it must feel to someone that would only play
a few hours a week in such a game…People you meet one
day are 10 levels higher than you by the next week. While they’ve
been playing every night, others only play once a week, and
now they have to make entirely new friends to group with. This
can become very frustrating…
Anyone who has played any MMORPG for at least
a couple of months knows how hard it is to find compatible people.
By compatible I mean people that agree with your playing style
and visions. To be honest I generally don’t play very
well with teenagers because all they seem to want to do is go
to the next kill, seeking more and more danger as if their life
depended on it… I’m not saying that this playing
style is wrong, or that all teenagers are like this. I’m
just saying that I don’t play like that, and to force
us to cooperate usually causes some nasty sparks to fly. No
one wants that, and no one should have to experience that while
playing a game. We’re all there to have fun in one form
or another.
Forceful Incompatibility
So why force incompatible people to group together to actually
have a chance at getting to the heart of a game? Why force casual
players to perpetually look for new friends that are of appropriate
level to have fun? Casual players should be able to drop in
once a week and join the party. Instead, they are politely cast
aside because the people they know have played more than them,
and they suddenly got too powerful to hang around with “lowbies”.
The XP (Experience Points) leveling system is
at fault here, in my opinion. There’s just no way to make
it possible for anyone of level 50 to group with someone that’s
level 5… It just doesn’t make any sense within this
system. So the answer is, in my humble opinion, to switch to
a skill-based system. Since skills would get better as the player
uses them, there would be no penalty for someone to group with
anyone else. A more experienced player could hang out with a
younger one, the older making sure that any critter they encounter
would not “agro” on the younger so that he may be
given a chance to get better. A swordsman’s skill would
not necessarily affect how much damage someone would do with
a weapon, but rather affect how well and often he could hit
something against any kind of enemy. This would make the casual
player just as important as a power player in a group, wouldn’t
it? It would certainly go a long way in eliminating the discriminations
we keep seeing where levels are concerned.
Some developers try to make it seem like they
understand. They make changes to their XP systems to allow players
of greater level differences to group together without too much
penalty. The problem is that it doesn’t fix the fact that
the lower level player often feels useless in a group as he
won’t be able to help out even a little. The only people
this is actually helping are what we call “leeches”,
or power levelers, people who latch on to stronger players to
gain levels faster. They can usually be recognized by looking
at a group and seeing one of them sitting on the ground AFK
(away from Keyboard) while the others are busy hitting critter
after critter…
So I’ve turned a new leaf. I’m now
an aggressive defender of the freedom to solo in MMORPGs. I
now even find myself wishing I could do as much in my favorite
games! It’s just a fact that if the genre wants to mature
and attract more people they have to do away with the level
discrimination. Casual players probably make for more than 75%
of the whole gaming community out there, so why alienate them
outright by making them suffer?
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