Friday, March 26, 2010

Why have solo content in a Massively Multiplayer Online Game?

Whenever I talk about solo content in WoW, if I ever lament the sad state of it these days (whether it be on this blog, in the comments section of WoW.com, or anywhere else), I frequently get reactions that sound something like this: "WoW is a massively multiplayer online RPG. Why worry about the solo content?" I think we can all agree that WoW needs some solo content. The question is, how extensive should that solo content be? Should we expect Blizzard to deliver engaging solo content to us players on a regular basis, or should we greet extensive solo content with a surprised, "Solo content? In my MMO?"

Picture is unrelated.

It's pretty obvious why an MMO needs any solo content at all: when players are just starting out, it's a pretty big challenge for them to try to get a hold of all the new game mechanics that WoW throws at them; needing to learn group mechanics would make it even more difficult. Solo content allows people to become familiar with the game and get a feeling for the way their class plays. It allows them to push their class to its limits without the risk of letting other people down if the fail. Solo content is, if nothing else, a training ground for new players to get them comfortable with the game before they enter group play. There is a risk in that set-up, though. Blizzard could, if they so desired, make sub-par solo content to try to motivate people to move into group play, but if they did that, no one would stick around to see the group content, no matter how awesome it may be. Blizzard needs to make WoW's solo content fun and engaging to draw players in, so they do. This is where the trouble starts.

Though WoW may be a MMO, it is really the solo content that gets people hooked. However, people respond differently to the solo content: some say, "If playing alone is this fun, I bet playing with other people must be even more fun!" These people end up being raiders. Some say, "If the game is this fun fighting computer-controlled enemies, fighting other players must be even more fun!" These people end up fighting in battlegrounds or competing in the arena. Then you have the players like me. Players like me go into raids and say, "Ack, this is too much of a time commitment/too much pressure/etc." Players like me go into battlegrounds and say, "Ack, this is too much of a variable experience, and I play this game to relax. " Or maybe we just don't PvP as a matter of principle. Either way, we don't enjoy the group content that WoW seems to be geared towards getting us to play, so we are quite content with playing the part of the game we enjoy, the part that drew us in in the first place: the solo content.

This leaves Blizzard in a tight spot. They designed WoW to be, at its core, a group game. Ghostcrawler has even said explicitly that their goal is to get PvE'ers into raids. The solo content was meant to draw us in so we could move on to bigger and supposedly better things; to paraphrase one of my commenters, "If I want to play a solo-RPG, I'll play Dragon Age or Mass Effect." However, if the poll on the side of my blog is anything to go on, a fair amount of us prefer to stick with the solo content, in spite of the greater challenges to be had by grouping up.

It seems Blizzard doesn't mind that fact, though, or if they do, they have at least resigned themselves to designing solo content in spite of their larger goals for WoW players. Why else would they release solo content with each expansions pack and with many of the patches? In spite of Ghostcrawler's statement, it seems Blizzard has made it their goal to satisfy all WoW player, including those of us who are quite happy to chuckle at Ghostcrawler's sentiment and keep on solo-ing.

Why is he smiling? That can't be a good sign.

That could, however, all be an illusion. As I said in my post on the homogenization of Wrath of the Lich King solo content, solo content in Wrath of the Lich King has been streamlined to make it more straightforward and make the road from solo-ing to heroics to raiding a smoother one, and the road is only going to become smoother. One of the major promises of Cataclysm is that the old world will be made over to make leveling from 1 to 60 more fun and more like leveling through Outland or Northrend, i.e., smoother. After all, one of the biggest obstacles to getting to level 80 is vanilla Azeroth, which wasn't designed for fast leveling, but that's going to change. Come Cataclysm, the road to the level cap will have even fewer roadblocks than it does now, and the road to raiding will be similarly affected, assuming Blizzard sticks with their current design for solo content. What am I trying to get at here? It seems to me that Blizzard is designing their solo content to make it easier for people to get into heroics and raids, rather than as its own stand-alone content. Solo content in WoW is merely a stepping stone to bigger things, and they are making those steps even smaller.

I know that's a tough contention to prove. After all, why would Blizzard add two extra zones (Icecrown and Storm Peaks) of quests to do after hitting level 80 if they wanted to get us into raids as soon as possible? Well, those quests certainly provided a large chunk of cash, cash we needed to get some basic gear upgrades before starting heroics. (Hell, if you put in enough gold and effort, you could get your gear to the point where it was good enough for starting Naxx-10 without ever entering a heroic; I did. It wasn't advisable, but it was possible.) They also provided the back-story and starting points to the plots of the various heroics and raids those zones contained or would eventually contain, plots we could only see the conclusions of by running those heroics and raids. I think you get what I'm trying to say.

Now, I'm not saying that this design is a bad thing. There are plenty of people who just want to get into the group play, but without solo content, those heroics and raids would have no back story, and there would be no motivation to run them. Solo content also allows those who didn't get good gear in the last expansion to get on even ground with those who did, which prevents people from being locked out of raiding because they arrived at the party late (metaphorically speaking). Solo content is a good thing, even for people who prefer group content. The question is, how far should this smoothing of the path from solo-ing to heroics and raids go? When solo content is designed for the people who hope to surpass it, those who are quite content to stay within it are left behind.

I think Blizzard owes it to us soloists to not leave us out in the dust with their solo content. They drew us in with the solo content, and though they might want us to move on to bigger and supposedly better things, we would rather not. We like where we are, and that isn't going to change any time soon without a big change to the way raiding or PvP works. Now, granted, solo content shouldn't hinder people who want to go right into raiding or PvP, so where can a happy medium be found? Long-term goals. Burning Crusade had reputations like the Consortium and Sporeggar that gave solo-ists something they could work for that couldn't be steam-roled by grouping. The closest thing we have to them in Wrath of the Lich King is the Kalu'ak, and I hit exalted with them a week after hitting 80. What we need is more solo content that takes a large commitment of time to complete and provides appropriate rewards for that commitment. Supposedly, the Path of the Titans will be along the lines of what I am thinking of; let's hope Blizzard does it well.

5 comments:

  1. I agree for the most part. One of the main reasons WoW grew so huge and left EQ in the dust is because of how much you could do on your own. The whole "there shouldn't be solo content, it's an MMO!" argument never held much water for me. It's still exciting to be adventuring in a game world where others are also participating, even if you're not actively in a group or doing a group activity. It's not like a group of 5 represents the hundreds or thousands of players online at the same time as you anyways.. no one says, it's a MMO, if you only want a group of 5/10/20/40 then why don't you set up a lan party?

    I'd love to see more solo-friendly epic feeling stuff do to that isn't just a massive grind. I'm worried that's what the Path of the Titans is going to feel like but we'll see!

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  2. I agree with Anonymous, one of the hardest things to overcome in early MMOs was there were little to no choices for anyone solo. The fact that when WoW was first introduced that you could get to max level on nothing but solo activities was pretty groundbreaking.

    While the original Vanilla WoW was set up with a less "streamlined" set up, that only made a difference if you concerned yourself with XP/Hour. Likewise, Streamlining content from 1-60 (I hope) only affects XP/Hour concerns and guidance (Okay... I'm 30. Where do I go now?), but I think it opens itself up for more solo content multi-quest storylines.

    As for long-term goals, one thing I absolutely loved about WotLK as an expansion is that every faction (except Ashen Verdict *grumblegrumble*) had dailies for it. While dungeon running was a faster way to get rep, you could solo-daily-quest your way to exalted with everyone (except the Ashen Verdict *grumblegrumble*)

    That may not seem like much, but come Cataclysm when everyone dings 85 and no one wants to run WotLK 5-mans anymore, it will be a welcome addition to completionists like me.

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  3. The Ashen Verdict was meant to be a faction the only raiders could get reputation with, like The Scale of the Sands or the Ashtongue Deathsworn in Burning Crusade. It allows them to get rewards just for trying Icecrown Citadel, even if they can't beat any of the bosses. As for each faction having dailies for it, try getting exalted with Kirin Tor without entering a dungeon; you'll go mad in the process. Say hello to only 600 rep a day if you aren't a jewelcrafter (and that's assuming that you are a cook and a fisher).

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  4. I understand the point of the Ashen Verdict... well, in terms of mechanic, the lore seems a bit wishy washy to me. I've never enjoyed Raid Only reps. I blame it on my very frustrating grind with the Hydraxian Waterlords back in the day. Hence my grumbles. It's an aspect I begrudgingly accept as the nature of the game. The double edged sword is that once ICC is obselete, and the rep is no longer a reward except to those who just want the rep, you'll have to fight tooth and nail to find a way to get it. That's my issue with Raid only reps. I have a hard enough time convincing my guildies to take 30 minutes to go down Kel'Thuzad for Champion of the Frozen Waste. :(

    And yes, Kirin Tor is a long grind at 600 rep a day. 70 days to be exact. But completionists (because post-WotLK, who the heck needs Kirin Tor rep but the completionists?) will be doing their fishing and cooking anyway. The option in and of itself is appreciated in my book. I'll go mad trying to grind Ashtongue Deathsworn rep at 85 than Kirin Tor.

    Overall, I think the best solution is to offer something after the fact. Like the 30% nerf at the end of Burning Crusade, give us a simple grind after the content has seen it's hay day. A drop off mobs in Shadowmoon for turn in for Ashtongue rep, ditto with Icecrown mobs for Ashen Verdict rep. It would satisfy those who miss their endless amount of grinding for reps, and completionists, and it would keep raid rep exclusive to raiders when the rewards actually matter to raiders. Whaddya think? :D

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  5. That's a pretty good idea. Sadly, I doubt they will do it; Blizzard probably likes to think of the achievements involving those raids and reputations as de facto feats of strength, completionists be damned. I'm not saying that's how it should be, but they probably anger fewer completionists by leaving those reputations exclusive than the number of old-school raiders they would anger if their once-"exclusive" content became open to solo-ists with enough time to grind it. Then again, nothing is set in stone (as we saw with Dual Specs and faction changes); perhaps one day, they'll change their mind.

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