Theory: communities don't last or solo-focused design?
Always assumed that online games selling point is the community and the "friendships" made a long the way. However, over the years - players seem to be more on the opposite side of it. Furthermore, that looks same even in team based fps games. Moreover, in korean style-based games like "lost arc" & "throne and lib" where it is literary forced to be "social" with other players; it doesn't work long term.
Am I missing something very obvious here or what exactly is the selling point of playing with other players? For example; you wouldn't want to group with someone that just started playing the game with a hardcore veteran player cuz that would not be enjoyable for both players. Also, noticed that no community lasts very long regardless how popular it is; this is interesting because I don't know how irl communities would compare to it. Would you say that being social in a video game is a plus to your experiances or a minus? In theory, I think than being social is good but even reading messages in general chat is random and burdensome. Last bumped on Feb 20, 2025, 7:26:12 AM
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Yes, you are missing something.
The word "community" goes far beyond "playing multiplayer together". There is lots of Discord communities out there. There is a lot of guilds out there. People talking, theorycrafting, showcasing, debating, discussing, helping eachother out with items, crafts and currency. And the whole economy is also based on players interacting, be that directly or indirectly. I think PoE has a pretty healthy balance when it comes to solo vs party. If you really put some effort into party play and care about party buffs and synergies, it is the strongest route to go. At the same time, there isn't ANYTHING in the game that requires party play. And the last point there, is very important. I can guarantee you that PoE would lose A LOT of players if they introduced content that requires you to party up with someone. I NEVER(!) party up in PoE, unless I'm helping a guildie out with a boss or something, but I'm still a social player, and I'm "always" on Discord talking shit to other guild members when I'm playing. I'm also active in Discord chat, theorycrafting and discussing patches and the game. The same with the forums. We don't have to play in a party to be social. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Genuine social aspects are a huge plus. General chat isn't part of it though.
Community focused games still very much exist but asian p2w progression treadmill games are possibility the worst example and objectively bad games. You can still find smaller social groups in those games but it's quite rare. Games with lots of community driven events (made by the community) like PoE's build creation exchanges before a league launches, RP heavy events like all the crazy FF14 stuff or even WoW's theorycrafting/guide creation brings people together. On the other hand progression treadmills by implementing fomo mechanics, trivialized group-content that doesn't require communication or shared preparation, excessive P2W that splits or excludes the playerbase, heavy emphesis on solo-content despite it being a group-focused game or focusing on the self-proclaimed gamerdads and other elitist/entilted groups will NEVER foster a genuine community. A community has to be built naturally. You cannot force it and it happens based on a shared interest or long-term goals that the game provides. PoE provides this by being closer to a large puzzle waiting to be figured out more than anything else. Last edited by Scarletsword#4354 on Feb 19, 2025, 7:01:28 AM
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Good points! Even thou there are clear benefits for playing in specialised party I find that it's very rare on average; idk. if it's because players are shy or what. Unfortunatly, I have not seen much party play for that reason. Infact, from all the players I know there is only one couple that does it but more than a duo play I never seen it. Additionaly, one streamer that goes with full party but they do it on every game not just poe. In fiction/D&D it is portrayed as a full party: warrior+ranger+mage+rogue+heal+tank but even a duo is already rare. Also, in games where you are forced to fill a role players are more toxic on average cuz they are forced to do what they need to win for example: LOL.
"Gamerdads" always been a mystery to me. Got no clue why they got the need to inform you about it? |
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" I think it has a lot to do with the nature and scaling of the game. I will never party up with a "random" player in any game if I can avoid it. I've played a lot of League of Legends in my life, but I have never entered a solo que. I've played a lot of PUBG in my life, but I have never entered a solo que. I have played a lot of PoE in my life, but I have never partied up with "randoms". I detest playing in a party without being able to speak with whomever I play with. And if a player is in my guild and I have talked with them several times on Discord, they are not "random" anymore. When it comes to scaling; 'most' people playing PoE, are somewhat efficiency driven. They like to go fast. And the contrast of playing fast and slow is HUGE in PoE. The chances of you randomly partying up with someone as fast/slow as you are, are low. And playing in a party with someone who is faster or slower than you are, is a chore. I don't think it has anything to do with shyness, but more to do with convenience - and I find it very inconvenient to play with randoms. I've played PoE for 10 years and have everything in my muscle memory. If I have to rush to keep up with someone, or slow down to let them keep up, it's inconvenient to me. But as I said, I'm still social in every way possible when it comes to PoE, just not with randoms. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you. Last edited by Phrazz#3529 on Feb 19, 2025, 8:57:41 AM
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Playing with full party in poe story mode is such a monumental task. I tried it and it is completely different way to play. Very stressful & too easy to "unable to progress" without knowing what was skipped. Infact, if I try to rush the game my mind just gets "bricked" I lose interest almost immediately. Also, it's very hard to predict other player action even without all the "explosions" happening; just playing by myself the area is covered by "fire spells" is impossible to see. now multiply this x6 times & it wont end well.
Perhaps, it just means that most convenient way to play will always win. Last edited by Niiyos#4521 on Feb 19, 2025, 9:38:16 AM
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" Absolutely. After all we even have the term/metaphor "path of least resistance" for it. That is why I'm strongly against most convenience and time saving features in MMOs like excessive fast travel, automated queues and what not. Without those features the tasks like building a group now has some downtime to it and that is generally when players will interact with each other even if it is just because someone has a silly character name and possibly find someone to add to their friendslist. Sure, these features are great short-term when you only have 30 minutes to play and treat the MMO as a singleplayer game but they come at a heavy expense of the actual community and possible new players joining. |
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I enjoy duo and solo play, I always have a support character on deck and then if I meet a new player I just tag along with them, turns out to be fine most of the time but then again I play this game differently
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Last edited by Niiyos#4521 on Feb 19, 2025, 10:32:46 AM
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Just realised that the most conveniant way to play for me would be the solo mode but it wouldn't be most fun. Even if players just come to visit my hq or trade already worth something. However, I really hope you don't have "friends" only for convenience sake.
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