Fantasy Fantasy MMO

If I were to set about trying to build yet another fantasy MMORPG, here is what I would do…

I’d start with EVE Online.  There are many reasons for this, the first being that I don’t mind having zones.  Lots of people will tell you that you have to have a giant seamless world, but I always ask them “What seamless worlds are you playing in?”  They always say World of Warcraft.  But they are only half right.  Yes, you can run from one end of a continent to the other without zoning.  You can fly on a griffin or other travel beast and cross no zone lines.  But how do you play the game?  Most people are in instances, dungeons and battlegrounds, and crossing from one continent to another makes you zone.  Warcraft has seams, they’ve just gone a long way to hide them from you.  EVE does too, but thankfully for them their Sci-Fi setting makes it easy to throw up gates and wormholes and faster than light travel and hide them in plain sight.  In my fantasy world, I’d have large sprawling zones.  Some zones would be city zones where a large city rests at the center and is surrounded by farmland and sparse wilderness.  Some zones would be town zones where it is mostly wilderness with a sprinkling of small villages and towns, two to five per zone, just a small cluster of buildings or an inn at a cross roads.  And some zones would be full on wilderness with caves and dungeons and evil.

Players would be able to own and run the small villages and towns, possibly even city blocks in the large cities (but not the whole city – the advantage of controlling part of a city would be in the nearness of so many other people, the disadvantage would be that you have to share the city – think of cities as being the trade hubs of the game).

When you want to leave a zone, you would go to a “crossroads”, of which there might be several on each zone at the edges.  From the crossroads you would use the signpost and it would tell you which zones you could get to from here.  Players would be allowed to choose if their journey was “safe” or “unsafe”.  A “safe” journey would simply zone you directly to your destination.  An “unsafe” journey would randomly generate an adventure zone with one or more encounters that you would need to cross.  These unsafe adventure zones would have two exits, one where you start would be back to where you came from and the one at the other end (not necessarily the opposite side, the path through could wind around and end up anywhere on the zone perimeter) would take you to your destination.

The point here is that there would exist in the game shared content raids (the zones I mentioned earlier with caves and dungeons and evil) with spawn timers and event cycles and so on, and there would exist instanced travel content where a player or group of players (or raid full of players) could go thwart evil unhindered by other players (an added bonus could be that clearing a road of bandits and other nasties could have an impact on the prices of NPC trade goods between the two end points of the journey).  As well there could also be “pocket” zones that would work more like traditional instances in other game – perhaps players, from a village or town, can accept a posted bounty or task that sends them either immediately into their own instance or directs them to a nearby crossroads where they can select their instance from the signpost.

Of course, I’m just spit-balling here.  But I think this sort of thing would be a very interesting idea to pursue.  Another day, I’ll go into how I’d apply EVE’s character design/building to a fantasy game as well…

Real Issues with Real ID

Lots of people are in a huff over Blizzard’s new Real ID.

I won’t go into it very much, but let me just drop this on you… None of the “good” parts of Real ID, the cross server chat, cross game chat, seeing people’s alts, and so on, required the use of real names and an “all or nothing” design.  Why aren’t some of these features part of World of Warcraft’s existing friend list design?  Why does it have to be ALL of my characters on ALL of my servers?  Do I have to get a second account now if I want some “alone time”?

I hope things continue to change, because right now all I am seeing is a feature I’d never use for more than maybe one or two people in the whole world.

Are you having fun?

The title of this post is often the measure people use to determine if an MMO is doing things right.  But it is a horrible measure.

I could be playing World of Warcraft right now.  And I would be having fun doing it.  I enjoyed playing the game.  I liked running in to town and getting some quests and then running out of town to polish them off.  The wife and I liked playing together, and we built our characters so that we could do so.  However, despite that, I became acutely aware that the one thing I love most about MMOs was missing in my WoW time and that was community.

Having come from loving EQ where chatting was the norm, where I would regularly simultaneously hold conversations in group, guild, shout, ooc, and a handful of private tells, going to a game where chatting was a hurdle, where the game was “active” enough that my hands didn’t have the time to chat unless I stopped playing, and the world advancing to voice chat (which I loathe because I cannot simultaneously chat in as many areas as I can text chat, I get locked in to one server where I can’t just say “Hi!” to a random stranger) lead to a fairly silent gaming experience.  Without community, without other people, WoW, like EQ, is actually a really simple and sort of soulless game.

So, realizing this, I decided to stop paying Blizzard for a game I was enjoying but was lacking features I desired.  And by doing this, I joined the minority.  The fact is, most people would prefer to pay for a game they find moderately satisfying than to save their money, play nothing, and wait for a game that fits better to come along.

11 million people can’t be wrong.

That’s the battle cry of people justifying why WoW is a great game even if it isn’t exactly the game they want to play.  They’ll also tell you that if enough people want change then change will happen.  Only, it’s not that easy.

Would you like to play a classless levelless MMO set in a zombie apocalypse?  I would.  However, I can’t.  I want change, and it is possible that there are 40 million people in the world who would like to play the same game, but we can’t until someone builds it.  No amount of demanding is going to get Blizzard to drop classes or levels from WoW, or to replace all the monsters with zombies.  Nor get Sony to change EQ2, or even to get the Fallen Earth folks to re-envision their game.  Once a game is built, change within that game is limited.

In conjunction with the video I posted on Monday, I’ve come to realize that most MMOs are going through the motions.  They copy WoW and make minor changes in an attempt to lure away people and maybe become the new king of the hill.  Even games that strive to be different from WoW still end up cloning their style of combat (the kind that’s too active for community to exist unless the players stop playing to chat) and becoming a game that I can have fun playing but is still missing what I want most from games.

I don’t think the industry needs to be wiped clean like Wolfshead, but it has become clear that I need to seek out more games, perhaps smaller games, and find designs that aren’t following the WoW path to money hats in order to find the game I really want to play.  I’m open to suggestions…

Guilds, Servers and Venn Diagrams

One thing I’ve mentioned a time or two on this blog is how I miss the old days when there was more, what I call, casual socialization.  The ironic part is that while it felt casual, it wasn’t.  EverQuest was hard and slow to play solo (not impossible), and so grouping with other people was very desirable.  While lots of people hated this “forced” grouping, the fact is that it lead to people having to talk to each other.  World of Warcraft, on the other hand, is so easy to play solo that barely anyone ever grouped, so much so that they had to invent an instant group making tool AND make it work across servers to get people to go do group instances.  That’s not entirely true, people were doing group instances to a degree, but how it was being done is the point of this post.

Playing EverQuest felt like this:

EQ Venn

While playing World of Warcraft felt like this:

WoW Venn

In EQ, my guild always felt like a subset of the server.  I raided with my guild (and their alliance) and I grouped with my guild, but I also grouped fairly often with other random people from other guilds and even raided with public raids (not to be confused with pickup raids where someone stands around shouting that they are forming a raid, but planned ahead of time, posted on the server message boards and open to signups by anyone).  In WoW, my guild felt like it was my entire world.  I raided with my guild and I grouped with my guild, and that’s it.  Occasionally out in the world working on a quest I’d casually group with someone working the same quest (kill ten raptors goes faster for everyone around if you group up… collect ten raptor hides, however, is a cutthroat business), and at the lowest levels you might find a random group doing an instance, but only back before about 2006 or so because nowadays most people just race solo through the low level content to get to “the real game”.

I want to love my server again, my whole community, not just my tiny corner of it.  But how do we do that?  Unfortunately, the answer is less instancing and less easy solo content.  In general, people will, even when it is detrimental, choose the path of least resistance.  Soloing is easier than grouping in that you don’t have to contend with the personalities of others and you don’t have to share rewards, when you make soloing also better experience and progression, people stop choosing to group except when in their own niche of the community, their guild.  When guilds don’t have to contend, compete and share content, they don’t have a reason to talk to each other.  Instead they’ll just go off into their own instance and get their own loot.

Of course, this all depends on what you want out of an MMO.  If you want a game, if you want pushing buttons to defeat monsters, if you want loot and to “grow” your character, above all else, then you want easy solo and instancing.  But if you are like me and the game, the fighting, the loot and advancement, are all secondary to playing in the world with other people, then you want harder solo and shared content.  Currently, WoW rules the roost.  It makes the most money, and money controls the flow of design, so every game since WoW took over the market has tried to be like WoW, more game, less world.  This is a great thing if you love WoW, except if you love WoW why would you want to leave a game you have investment in for a game that is exactly like WoW only you are level 1 instead of level 80?  Couldn’t you get the same experience on an alternate character in WoW?

In the meantime, I keep trying new games and hoping to find one with less easy solo and less instancing and more community inside the game world.  If you know of any, where you play with people not in your guild frequently because it has a vibrant community in the game, I’m all ears…

Worth Fighting For

One of the things that bothered me a lot while playing World of Warcraft is that most people really just didn’t care.  If you got too many monsters in the same fight, or an elite was just too strong, many people just gave up, took the death and came back.  The penalty for losing was so soft that no one minded, and in fact many relied on it to test the waters.  “Hey, let’s try this! What’s the worst that can happen? Lose a couple minutes and a little money on repairs?”  It added an element of fearlessness to the game, which had its own merit, but in the long run as you come to count on that losing doesn’t hurt, winning doesn’t feel as awesome.  Winning is just something that happens.  Winning, in World of Warcraft, is inevitable.

Meanwhile, back in the dark ages of 3D MMORPGs, death could easily cost you a couple of days worth of experience points if you couldn’t get a cleric to resurrect you.  In some ways, this was bad because people were less likely to try things unless they were pretty sure they had a good shot at winning.  However, a charismatic enough leader could convince just about any group to try anything once.  “I know we don’t have a cleric, but I’ve grouped with this druid before, and we have an enchanter to slow, we’ll be fine!”  That was the basis of some of my most memorable moments in the game.  Five monks and a druid as a group in Old Sebilis, ranger tank in the Plane of Storms, and so on.  But the greatest effect of a stiff death penalty was the will to survive.  If a pull went bad, or a wandering monster joined in your already iffy fight, not one person ever said, “Hey, let’s just die and come back in a couple minutes.”  Instead, the chat window would immediately be filled with chatter about who was tanking what, or what mob was going to get pulled away and rooted, or which mob to focus on as various forms of crowd control were tried.  My memories of EverQuest are filled with moments of healers being out of mana while the group is surrounded by five monsters all mesmerized and the enchanter ensuring us they could hold it while I yelled at the group, “No one touch ANYTHING until the cleric says he’s ready!” and people making sacrifices, “I’ll off tank this, but I can’t last more than a minute or two, if you don’t finish by then, I’ll be dead but I wish you luck with the add.”  I fought many fights where bad agro killed the cleric and the rest of the group fought tooth and nail to stay standing as long as they could.  Failure hurt, but snatching victory from the jaws of defeat felt incredible.

Many people will tell you that harsh death penalties are a thing of the past and that today’s players wouldn’t stand for it, and they are right.  The people who would never play EQ who have flocked to WoW aren’t looking for that sort of risk, just a few odd minutes or hours of entertainment.  But to me, that sort of investment in a game is what I’m looking for.  I want a game worth fighting for.

A Difference In Gaming

Occasionally, the group of us who played on the E’ci server in EverQuest will get to waxing rhapsodic about the “good old days” and how EQ was somehow “better” than more current games.  Usually discussions like these can be dismissed as a “first love” problem, where the game that got you in to MMOs it always remembered better than it was and nothing later can give you that same rush.  But, we’ve had these discussions often enough that most of the first love elements have begun to drift away and we’ve gotten more into specifics of design and approaches to game elements that were “better” back in EQ than the direction that later games went with it.

I’ve often tried to put my finger on exactly what the difference is between EverQuest and World of Warcraft, but I always seem to fall short.  This most recent time around though, I think I have hit upon a comparison that really does encapsulate the differences between the two games and makes clear which game a person might prefer based on their tastes.  So here goes…

EverQuest was like going camping or going on a road trip, while World of Warcraft was like a theme park.

In EQ, you were dropped in the world, there wasn’t much lore or story before that and you wandered around chatting with NPCs and fighting monsters.  There were quests, but often they required some reading and figuring out, and they’d take days, weeks or even months to complete.  You sort of did whatever you wanted.  At first, there was nothing in the way of tiers, that came later, and in the very beginning there wasn’t even any level gating.  When the Plane of Fear first opened there was no level 46 restriction.  I saw my first dragon raid when I was level 30, though I died quick and wasn’t itching to get back until I had more levels under my belt.  And there were people… like when camping there are other sites or on a road trip when you stop at diners and other places… and if you kept going back to the same places, you’d run into the same people, and if you all wanted to do the same stuff at the same time, you had to share.

WoW, on the other hand popped you into the world staring at an NPC with a giant punctuation mark floating over its head.  From that first moment you are following the designated paths, doing the designated tasks, and if you leave the path, you’d often find there is nothing there.  (Not always, sometimes you find some little treasure trove of mini quests or a random NPC in a hut put there on a lark by some developer.)  You have to be this high to ride this ride, and everyone gets a turn.

For me, every time I have ever gone camping or gone on a road trip, they made memories that stuck.  If this were that sort of post, I’d regale you with the story of going camping with the Cub Scouts and a few of us wandered off and found houses, and there was this girl undressing in the upstairs window… There is a lot more to that story than just some boys almost seeing their first real live boob, and maybe I’ll tell it some day, but the point is that I remember it.  And I remember EQ, because all the choices were mine and I went anywhere I wanted, and even when the game did point me in a particular direction it still felt like it was my choice.  When I go to Six Flags or some other theme park, I might remember the people I went with, or a general feeling of how I felt on certain rides, but lots of the details are gone.  WoW feels like this.  I remember the first time I entered the Plane of Knowledge in EQ (and that is years after the game launched) and what I did and who I was with as we explored, but the details of the day I entered the Burning Crusade or started my Blood Elf?  Gone.  Mostly from WoW I remember going from punctuation to punctuation, walking into towns and seeing a sea of punctuation which meant I would be busy, but very few of those punctuations stick out.  But from EQ, I recall details of days sitting in the Plane of Storms or The Overthere, pulling and grinding mobs, and chatting with people, and leading a group into Kaesora or the City of Mist or Kedge Keep, running from Qeynos to Freeport.  I know I led groups into the Scarlet Monastery, but for the life of me I can’t pluck out any details of what we did there beyond “we completed some quests”.  I went to the Deadmines and plenty of other places, but I don’t recall much of what we did.

Of course, not everyone is like me.  There are those who love and remember theme parks the way that I remember camping and road trips.  People for whom EQ was a neverending grindfest of wall sitting that blurs together, while WoW was a carnival of instances with their favorite group of friends and they can tell you stories about every one.  But it boils down, I think, to the difference between camping and theme parks.  When you go camping you have to make your own fun, but when you go to a theme park someone has designed the fun for you.  EQ more easily let you do what you wanted (even if it was boring and sucked), while WoW had its fun laid out for you, and its up to each player to know what sort of experience they are looking for.

I wish more games were like camping.

Evolution versus Revolution

The first thing to note when talking about Evolution versus Revolution in games is passion.  If a player is passionate about the game he plays, he will strive to make everything about a new game sound as if it is only “more of the same” with some Evolution thrown in.  If a player is passionate about the forthcoming game, he will strive to make everything sound as if it is all Revolution over the old games and that nothing is “more of the same”.

I’ve read a number of posts claiming that Public Quests in the upcoming Warhammer game are a Revolution.  But it all depends on how you look at it.  On one hand, I can see the Revolution aspect because it is encouraging random social behavior in a PvE environment, which most games actually tend to discourage through spawn locking and quests being individualized.  (Its good to note here that while in World of Warcraft, only the quest holder gains the rewards of a quest completed, from the beginning, City of Heroes has always rewarded group members for assisting in completing another person’s quest by giving them a chunk of exp as well as many times giving them badges and/or enhancement rewards.)  But, on the other hand, the Public Quest system, to me, looks like someone took Alterac Valley from World of Warcraft’s Battlegrounds, made one side entirely NPCs and tweaked the mini-quests in the zone.  In fact, WoW could easily implement Public Quests that way, by taking Battleground style content and making in PvE, assigning rewards based on participation, similar to what they do now in their PvP versions.  Whether you see the item as Evolution or Revolution, in my opinion, seems to be dependent entirely on how hard you are chomping and the bit to play Warhammer.

And Warhammer isn’t alone here.  World of Warcraft wasn’t Revolutionary either, except in its broader market appeal, which could be considered just an Evolution of the trend seen in games that came prior: UO, EQ, etc.  But plenty of people do consider WoW to be Revolutionary, either for that reason or because it was finally a fantasy MMO “done right” or some other basis.

The real question, rather than if something is Evoltionary or Revolutionary, is “Is it fun?”  Looking at Public Quests, it addresses the one thing I have found a problem with in games since EverQuest: encourages people to be social.  WoW has its raids, but outside that, you and four friends can do pretty much everything in the game.  In fact, you can play the entire game from level 1 to level 70 without ever talking to or grouping with another person.  In my experience, WoW is the most “silent” game I have ever played.  People don’t talk, people don’t do pick up groups… most of the social activity is based in and around guild raids and battlegrounds, both of which in many cases are a minority of the players yelling at the majority of the players to do things.  So, I probably will pick up Warhammer, but I’m not expecting it to be some huge revolution in gaming… just an evolution backwards toward players actually playing with each other more.

Breadcrumbs

As previously mentioned, I’m back in the world of Norrath.  In addition to picking up the reins on Ishiro, I decided to also start up a new character so I could run through the new tutorial and see some of the changes to the game.  So Jhaer the Drakken cleric was born.  At the same time, since I did sign up for the Station Access, I started up EverQuest II to see how the game had changed since I later played.

In EQ, the new tutorial is fairly fantastic.  It does a great job of introducing you to the features of the game, even grouping.  EQ2 is pretty much the same… in fact after going into game I realized how much Sony cribbed the new EQ design off EQ2.  The default UI layout, the quest logs featuring step by step goals.  They are very similar.

After playing both for a couple of days, I came face to face with one of the reasons I tired of World of Warcraft but had not noticed until now: Breadcrumbs.

In game design, this is the idea of quests, tasks and objects that slowly lead a character through content.  In WoW as a human you start in the newbie area and after a few quests you get one to take a note to Goldshire, where you find your next few quests, which eventually lead you to the lumber mill, and then you get lead to Westfall, and so on.  In WoW though, quests are some of the best source of experience and loot in the game.  The quests are the game.  EQ, being that at its core it is still the same game that came out in 1999, is based largely on killing monsters with quests being secondary.  The two don’t always mix together well.

For World of Warcraft and even EverQuest II, since the game was made for these sorts of quests and the quest log design, if you need to collect gnoll scalps, gnolls scalps don’t drop unless you have the quest.  In EverQuest, gnoll scalps drop even if you don’t have the quest, but while under the old style quest system (no quest log, no stage tracker) if you got 10 scalps before being given the quest, you could turn them in anyway, however, under the new system it only counts the scalps if you loot them AFTER getting the quest, so if you have 10 scalps and get a quest to collect 10 scalps, you have to get 10 more.

Over in EverQuest II, I ran into a different problem.  One of my quests asked me to find evidence of the missing soldiers.  After getting fed up looking for this evidence, I went to a spoiler site and they explained I just needed to go to one spot and find the dead soldier body, which would then spawn a defiled soldier that I would have to kill.  So I went back into game and went to the spot, but there was no dead soldier.  I ran around the area for a couple hours killing everything, but no dead soldier.  The problem here is that this quest is the second quest in a series of six or so breadcrumb quests that are supposed to lead me around the island.  This tutorial area is built with two lines of quests, and if you complete both sets before leaving you end up with a basic set of armor and weapons to carry you into the game.  I fully completed one line, but the second is halted because of this dead soldier who doesn’t seem to exist.  To make things worse, there are usually eight or more of us waiting around for this dead soldier.

In addition to a single broken quest halting an entire line, breadcrumbs quest lines also funnel the players through areas without exploration, and in fact since quests are where the real rewards are in newer games, you are often passively penalized for getting off the path and looking around as progression of your character virtually halts if you don’t play the game the way they want you to play.

I don’t know if there is any solution to this, or if it even needs a solution, its just something I felt like rambling about.

Stuck on a Path

Last post on the challenges of the single character problem was about how to let players learn characters without forcing them to invest hours and hours just to discover they don’t like it. But what about people who did test, liked what they saw, but then later something changed (their tastes, their available time, whatever) and now the character they have is one they don’t, won’t or can’t play?

In current MMOs, once you make the character that character is stuck. A warrior is a warrior. In a game like World of Warcraft you can fine tune the warrior with talents and even built very distinct warriors. They even allow you the ability to re-pick your talents any time (for a price), but you’ll still be a warrior. Your warrior cannot become a warlock or a hunter. Alternate characters are the only option. City of Heroes works the same way: a blaster is a blaster. In fact, a fire/devices blaster is a fire/devices blaster. You can’t change power sets, you have to start over.

Now, realistically, this makes sense. I mean, if you spend your whole life learning one set of skills, you can’t just up and decide that you would have rather spent that time doing something else and magically make that happen. But then, these games are not reality. More games should allow you to make changes, even drastic changes, to your character without losing your identity. If I spend two years in a game playing Joeblow the warrior, making friends, joining a guild, earning a reputation as Joeblow, why am I forced to start completely over when I want to experience something different in the game? Some games try to get around this, like City of Heroes implementing their global chat names, but that only hides the problem. Sure, you may know that I’m ProbablyNot in the global channels, but in game I’m Ishiro Takagi or Jhaer Snow or John Hellstrom or Calvin Meeks. My reputation becomes much harder to translate.

Lets take World of Warcraft as an example and expand on it. As I mentioned earlier, they do let you rebuild your talents. But why not let you re-spend your experience points? Now, I’m not suggesting allowing 100% free anytime character rebuilding. They already have the precedent of paying for talent resets, just make a new NPC who asks for money based on level for picking a new class. Would it really break the game to allow a level 70 Paladin pay 1,000 or even 2,000 gold to become a level 70 Warrior? Of course, if you were a gnome, you’d be restricted to gnome classes since the game restricts like that already. Allowing a gnome shaman might be game, if not just lore, breaking. But then, why not allow the player to pay 5,000 gold to switch races (restricted to those which allow his class)? Not only would this allow for players to play the character they want without starting over, it would also introduce new money sinks into the game, and games, especially those that keep expanding, can always use new desirable yet optional money sinks.

You could even, if there was a demand for it, allow people to strip themselves back to level 1. Even pay them for it. The warlocks need to power their machines with life-force, they’ll strip 69 levels from a level 70 player and pay him X gold. With that money a player could take their level 1, pay to change his class and/or race and level back up again, tread-milling the same character, the same name, over and over again, with reward, as opposed to alternate characters or deleting and restarting.

Following a similar model, most games could introduce this kind of mechanic. As long as the change had a price of some sort and was limited by location (must visit particular NPCs), the only real downside I can see would be players less likely to stick with classes or builds they feel are broken, which could increase developer knowledge of a problem’s existence, but might decrease the pool of incoming data to be able to properly examine it.

So, what say you?

The Pick-Up Group Dilemma

One of the banes of MMOs would appear to be, from scanning forums all over, the Pick-Up Group. More commonly known as a PUG, these are the random people you end up grouping with trying to accomplish goals in the MMO of your choice.

World of Warcraft has had the biggest impact of group expectations that I have seen due simply to the fact that when it comes to grinding experience points and other general gameplay every player can always say “Screw you guys, I’m going to go solo.” The only situations where that really isn’t true is most instances and raids. As a result, because every player has the viable option of soloing, they put up with less, but they also don’t try as hard.

Back in the age old days of EverQuest, where grouping was practically required because only certain classes could solo well and even then not everyone could do it (it made me weep sometimes to watch druids repeatedly screw up kiting), a player just couldn’t tell everyone to go away and run off by himself. You had to make the group work, or you had to find another group.

The good side of that is that the community on an EQ server was, in my opinion, much tighter than your typical WoW server. Forced grouping compounded with non-trivial travel and no rest bonuses for exp meant players tended to stick in one area for long periods and group with the same people again and again. Doing my tenure in Velketor’s knowing people meant that they understood I was a monk, a monk who knew how to pull, and capable of joining a group pretty much anywhere. When I went to look for a group in zone, it rarely took long at all for someone I’d previously grouped with to see me, invite me, and the fun would begin.

The bad side is that sometimes it was necessary to yell at people (or rather, to type at them furious in all CAPS). If you put together a full group at the front of Karnor’s Castle, proceeded inside to set up camp, and only then discovered that your bard was a spastic mental case, you might be forced to just suck it up and deal with him because even though he was crappy at his job, a crappy crowd control class was often better than no crowd control class. However, given that the spastic bard needed the group almost as much as you needed the bard, compromises would be met, adjustments to play style made, and the exp would again begin to flow.

City of Heroes is an example of a game that has tried to make the solo and group experiences equally fun. Almost any mission in the game can be done alone, but if you bring along five or six friends the mission will scale upward in a fairly predictable fashion. But, since the game goes largely without item drops and other things some MMOs depends on, CoH is actually able to provide a weird dichotomy between the two: solo play is much much more reliable for progression, you know your own class and you can go at your own pace; in a group, classes mesh together to provide new strategies but due to the size of the scaling encounters are usually more chaotic and “exciting”, providing a different rush than solo play. In both cases, you can flag your character or group to adjust the difficulty up or down to fine tune your experience.

Overall though, despite all the frustration bad groups gave me in EQ, I’d still prefer them to the eternally disbanding groups of WoW. CoH was a nice middle ground but might not mesh well with the item-centric design of other games.

What do you think about Pick-Up Groups?