I don't like playing videogames with strangers. Nothing ruins fun like a stranger getting in
your face and calling you a n00b. It's bad enough to see it on a screen, and
all the worse when it's assaulting my ears.
Other times, like in MMORPGs, players are well-meaning and
friendly, but are unintentionally harming the experience, either by
role-playing just the wrong amount (too little breaks the mood, too much is
hokey), or by harassing me with guild invites, party invites, requests to
trade, etc.
So when I play MMOs, I either wish to personally know the
player I am in a party with so we know we mesh well beforehand, or I just
prefer to play alone.
When it comes to playing alone, it seems MMOs don't spend
the time to craft great solo experiences.
True, playing solo in some ways defeats the purpose of MMOs, but I like
think that if the option is available, time and care should be spent on it.
So this article is going to be a thought experiment in what
an MMO with an ideal (or at least decent) solo experience might look like. It won't change the game very much; it'll
just take a couple of tweaks to go a long way.
This article does not fix every problem with MMOs. |
For instance, let us suppose an MMO offers a standard layout
of populated cities along with instanced dungeons/levels. These dungeons would be instanced on an
individual basis, so that one player does not see another while in a dungeon,
but players see each other in cities, where trade and dialogue can occur.
This already happens in some MMOs, but in others this
feature is surprisingly missing.
Of course, party play should certainly be allowed, but this
should be an option that is opt-in. This
prevents players who want to play in parties from harassing those who don't, decreasing
aggravation and wasted time on both sides.
All that the restriction feature would entail is: players who want to play in a party cannot
invite soloers to join their party.
Nothing would interrupt the soloer (in fact the soloer would have no
idea the invitation was sent), and if the option were an icon, the partier
would be unable to click the invite button.
If invitations were a hotkey, a message would pop up saying "This
player is not accepting invites."
A simple checkbox in a menu to enable party play is all that
is necessary, or perhaps a hotkey/combo that is not likely to be accidentally
struck, like Shift + Scroll Lock or something.
I hesitate to say that soloers and partiers should have
separate servers, because for some reason many MMOs do not allow players to
switch a character's server, or do allow switching but charge a fee for
it. To me switching servers should be a
free and automatic exchange, but if there is a technical restriction, I would
not want a player who begins as a soloer and wants to join a guild later to be
screwed.
So the option should always exist, but players enter the
world as individuals and can enable guilds and parties at their will.
Beyond that, quests/missions and dungeons/levels should be
designed with both solo and party play in mind.
If the designers want to create a level that requires a party, that
level should be non-existent to a soloer.
A soloer should never feel left out of content because of
their play choice, so party-only content should never come up. It should seem to the solo player as though
such content was never created, or solo-only content replaces the multiplayer
content.
The same should occur in the reverse, so that partiers do
not accidentally begin a solo quest or feel as though they are missing out on
content because of their own play style choice.
This can be accomplished by that same simple checkbox/hotkey
that enables party play. Once the player
enables party play, all solo quests disappear and are replaced by party quests.
Another solution, however, is to simply create levels that
are designed for both, which has the added bonus of avoiding doubling the cost
of development.
If a level is designed to require two players to stand on
separate switches to open a door, for instance, the solo version could be
identical but for an additional crate that the player can move onto one of the switches.
This is not always a feasible design, however, especially
with party-designed levels that need to feel
as though every member of the team is valuable, and can't just be replaced by a
crate.
A possible, but terrible, solution to this is to have soloers
be accompanied by an AI character that can fill the role of another party
member. This is an awful idea for two
reasons: 1.) AI is not where we need it
to be for a solid experience; and 2.) A soloer is not going to want an AI
helper.
Any party member, whether an actual player or a bot,
entirely defeats the purpose of solo play.
A soloer wants to feel as though they are a hero without a sidekick;
someone who needs only himself. Batman
is so much cooler when Robin isn't tagging along.
So the best design strategy for players' enjoyment is to
create levels specifically for solo or party play, and hide them when the
player has disabled them; but for development costs, the best design strategy
is to create levels that can do double duty.
Beyond level design, other aspects of an MMO go a long way
to help a soloer get the flow:
Certainly, character customization becomes a high, high
priority. Soloers want to feel like
individuals, not clones, so if a player sees a clone of his character in the
game, it breaks the experience.
Okay, so there's precisely one instance where cloning is expected. |
Along with that, if the game offers ways to further
customize characters in-game, such as changing clothing, armor, weapons, and
the like, then there should be a sufficient variety of models of the same kinds
of equipment.
For instance, suppose completing a particular quest rewards
a player with an armor item that adds +2 defense. If that piece of armor were a single,
invariable item with a specific name (Leather Jerkin of Defense), every soloer
who completes the quest will receive the same item. Then a soloer will spot another player in a
town with that item, and the illusion of being the only one to go on that quest
(and therefore a unique hero in the world) is lost.
To fix this, either offer visual swaps of the item (the
player can choose between a black, brown, or red Leather Jerkin of Defense), or
offer equal stat-ed items (the player can choose between a +2 Jerkin, +2 Pants,
or +2 Boots). Offering such visual
variety prevents a city of clones, and helps with immersion.
For the best player experience, offer multiple types of
equipment with the same stats; but for development costs, offer palette-swapped
equipment.
These are only a couple of tweaks that would help solo
playing and soloer immersion in an MMO.
Some of these are simple tweaks, although the best solutions require
more development time.
Without features such as these, I often feel that soloers
are given the backhand by MMO developers, as though they are not the ideal
player, and therefore do not warrant such time and effort in developing for.
However, often players who are new to a game want to spend
some time exploring on their own, or need a closed-off tutorial for a short
time before entering the larger world, and there is no shortage of solo
tutorial stages in MMOs. While the
hand-holding aspect of those tutorials can be eliminated, the same attention
should be paid to crafting the single-player experience throughout the MMO.
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