It is no secret that I am constantly advocating the need for grouping in MMOs. I’m always on some forum or blog pointing out that soloing should be an option but not the best option. There are numerous ways to encourage this sort of behavior but virtually all of them have been transparent to the user and that fact has me thinking about new approaches that might excite players. Would it make a player more likely to group if they saw something more tangible in their play experience when they do so?
The problem at hand is that developers aren’t really encouraging players to group. In fact, in many games, doing so actually slows your experience yield per hour. Grouping is something players do infrequently or at max level. That is completely opposite to what MMOs were initially designed to be! I do want to point out one note before continuing: I am not advocating the removal of soloing. I am merely pointing out that soloing isn’t the only way to play and was not the original intent of a “multiplayer” game. My plan will, in no way, inhibit a player’s ability to solo. That said, I have a few thoughts on the situation.
Historically speaking certain classes have been better at grouping than others. This ultimately lead to some players feeling left out due to being in an “undesirable” profession. Class roles and balance played heavy into this. Developers have to look at what a certain build could do in solo, group and raid play. Ultimately this lead to some classes being exceptional in one area and mediocre in the other two. It is this sort of system that could leave a player “stuck” in a certain style. I feel that should be avoided. How does all this tie into encouraging groups? It is simply a statement that players in non-group classes are unlikely to be invited to groups or want to start one. How could we encourage groups if such classes exist?
The obvious answer would be to ensure that every class is equally desirable in a group! Since we can all recognize that that is likely an impossibility we can shoot for a more attainable goal. Every class should bring something desirable and unique to a group. This is possible through many mechanics but there are two that I am partial to and have adapted for my purposes. The first of which is auras.
We all have expectations when we see the word aura. What I am proposing is not exactly new but it is very under utilized in the MMO world. To encourage grouping each class should have a unique aura that only activates when they’re grouped. In addition to this, for each additional person that joins the group, the aura should become more powerful. This will encourage players not to slip by with the minimum amount of characters but instead fill their groups. These auras should be automatic and free. So, as an example, lets look at a hypothetical cleric aura:
Aura of Protection: Cleric level 1, Base 2% bonus to group members mitigation and an addition .5% bonus for each additional member.
Developers could use this mechanic in many different ways. Perhaps as a character levels up the auras improve in percentages or have additional bonuses added on. As such, no matter what class a character is or how it is specialized, it will provide something to the group. Should you have two of the same class in your group the auras should still stack but with diminished returns. As long as developers made every aura interesting, unique, and worthwhile people will want different classes in their group. They will also be more inclined to group when they see a rather obvious improvement in their character.
Beyond auras the second concept I see that will encourage grouping is leadership. Leadership has been pioneered in EverQuest, Eve Online and a few other MMOs. In the former it was more of a raid device. In Eve, however, it is quite an impressive mechanic. A character that is trained in leadership simply improves the group members. That concept translates easy to the more traditional fantasy MMO. After all, most adventure parties do have a leader.
Leadership should be an optional progression path for any character. It should, in no way, count towards a max level or total skill points. This will encourage players to actually use the system and not worry about being “gimped.” Leadership experience should be earned slowly but naturally by any character that groups. Simply grouping will yield free experience. A player that wants to go above and beyond, however, should have the option to turn off normal experience and focus it into leadership directly.
The abilities that leadership provides should be both cosmetic and tangible. Every one, however, should focus on the main goal of encouraging groups and be disabled outside of them. Imagine, for instance, that a high tier ability would be similar to EQ1′s Call of the Hero or WoW’s Meeting Stone and usable once every two hours. This would save time if the group is waiting on that one straggler. Other abilities could improve the group’s auras or even grant new ones. There are a multitude of options possible. This would even help less group friendly classes since anyone can follow along the tree.
I personally love the idea of leadership since I tend to find myself in that role. When I saw the skill category in Eve Online I was quite pleased. It is just one more of those interesting tools that can be used to add depth and interest to a game. Neither of these suggestions will force people to group but they may make players think twice about soloing and I think that is a good thing. What do you think?






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This is where you and I are completly oposed I think. I also believe it’s a matter og personnal taste so I’m just speaking for solo lovers
I for one, love and worship games where I can solo. I am not interested in grouping for its own sake. I love groups to tackle special quests, dungeons and raids but besides that I never ever want to feel like I am being forced into grouping, even if it only means better xp.
There’s a few reason why:
The first and most important one is time. Getting a group going in any game takes time no matter how many tools the developpers give us to make it easier. You have to find other people to group with, then wait for everyone to gather(including stragglers or people getting drinks, etc….), hope they need your class, have people willing to group in you level range, etc… etc… It takes time I’d rather spend playing the game. Since I often play short sessions(2 hours for example), taking 30 minutes to only start questing makes me angry.
Second, the focus of the group. Way too often when you get a group for leveling or questing it is difficult to get everyone on the same direction. Some would rather do a particular zone, others a certain mob for a drop and so on. End result is that the groups either not last long or break up.
Finally there’s the human element. I love my privacy, I love not to talk to anyone and just wails on mobs in my corner of the world. I don’t want to hear about CrazyPally night out, or MiniEvil mom or that JoBlow lost his job. I don’t care, I don’t want to care, I want to play a game. Also add idiots who can’t play, people getting lost in a straight corridor(it happens), ninja, griefers,… My 2 hours are precious, no time for this.
So why do I play a mmo? Because it’s fun to be in a breathing living world instead of generic npcs. Because it allows me to keep in touch with friends, because it’s fun to tackle challenges. I want grouping to be an option as good as soloing, to have a choice.
I think grouping for specific activities, like dungeons and raids is the better way to go. It solves most of the problems I mentioned, time since I know how long it will take on average and focus because there’s no question about what we are going to do.
As far as leveling and exploring is concerned I believe grouping and soloing should be on the same level, equal but not one better than the other. It’s now one of the most important criteria for me when choosing a game and I believe WoW is proof that a lot of people think the same way.
Since games are increasingly item focused, items should have group bonuses. Rather than putting an item in game that gives 20% defense bonus, give out one that gives 4% defense bonus and stacks, or 10% bonus and stacks with only one other defense bonus. This would make items play another role, because if the group you joined already had two players wearing the 10% defense bonus stack once items, you could swap yours out for a 5% attack bonus to all group members item.
Make group members literally make other group members better simply by being there and having items.
That is a pretty neat idea! I like it.
I like your ideas here Ferrel. Jason’s aren’t bad either. Anything that helps people socialize in games is good.
I especially like the builtin leadership progression.
On a tangent, I think games should track where you get your exp from; Leading groups, grouping, soloing, questing, raiding, crafting, etc.
Though it all may work towards your total level, you can distinguish your toon from others by having a certain amount of exp available in a given exp class – thereby enabling you to apply whatever cosmetic touches that amount of exp in that exp class grants you.
Great post! Just wanted to let you know you have a new subscriber- me!