MMOGology: Looking for incentive to groupFiled under:
World of Warcraft,
Game mechanics,
Leveling,
Grouping,
Opinion,
MMOGology![(!empty($user->lang['IMAGE'])) ? $user->lang['IMAGE'] : ucwords(strtolower(str_replace('_', ' ', 'IMAGE')))](http://www.blogcdn.com/www.massively.com/media/2009/01/lfg010409.jpg)
In a post-
World of Warcraft world the concept of grouping while leveling has changed. Where grouping was once essential to survival in MMOGs, today it's an optional extra. As a result, leveling up can feel pretty
lonely. In most MMOGs it's no longer necessary to group unless you're running an instanced dungeon or the rare quest geared toward a specific number of players. While I love the fact that I can play
WoW on my own terms and my own schedule I feel like I'm missing out on the whole "massively multiplayer" thing. Isn't that the reason we play MMOGs to begin with? Why should we wait until end-game raid content to play together?
Most people don't group while leveling because there's no real incentive to group.
Soloingnets you more XP than grouping and most of the content is easy to take on by yourself. There's no waiting around for others, no sharing of loot, and no arguing about what to do when. So why bother? I'd like to see developers provide players with more incentive to level up together. In my opinion, MMOGs should always work to increase entertainment value when players work together. Read on to explore ways to achieve that objective.
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CommentsAuthor: Marc Nottke
Category: blizzardfeaturedgroupinggroupsjoystiqfeatureslevelinglfgsoloingworld-of-warcraft
Publish Date: Mon, 05 Jan 2009 13:00:00 EST
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