While there’s a wide range of appealing elements to MMOs, there’s one that they all have in common that’s more important than the others: the ability to play with other people. (I’d also rank persistence quite high)
In light of that, I see the inability to play with friends as the biggest problem in current MMOs. When it comes down to it, MMOs are social experiences, even if you solo. A brief look at some the MMOs I’ve played:
- I played Meridian 59 because of friends.
- I played Ultima Online because of friends.
- I played Everquest because of friends.
- I played Anarchy Online because of friends.
- I quit City of Heroes because my friends left.
- I didn’t play World of Warcraft at launch because of friends (more on this later)
- I play WoW now because of friends.
- Etc. etc.
To add some context to this, I’m someone who’s commonly described at being anti-social. I like MMOs, but I really play them because of other people. I solo a ton, but I won’t stick around long if I’m alone in the game.
Let’s look at some of the common barriers:
- Irrevocable character decisions (typically faction/race)
- Technical restrictions (shard server architecture)
- Statistical gaps (levels, equipment, etc.)
- Logistical limitations (travel time to meet up, disincentives to group, etc.)
These are all things we can address, although some of the problems are quite challenging. Players can surmount some of these by spending sufficient amounts of time. Forcing players to work around those barriers offends my user-centered design sensibilities. It’s understandable, yet disturbing.
EVE circumvents the hard barriers, as it has a single server and the faction selection does not prevent playing with anyone. Of course, EVE’s setting and gameplay makes it much easier to do the single world. Since it’s more fleet-based instead of level-based, players who haven’t invested a lot of time into the game can contribute if they get in a good guild.
Every time I thought about playing WoW for over a year after launch, I didn’t because I knew too many people playing on different servers. I didn’t want to pick a server. WoW allows high levels to group with low levels and get them experience / run them through instances, but there’s no cooperative play with a level gap.
City of Heroes landed a conceptual success with sidekicks, but I consider it to be an implementation failure. I tried sidekicking/mentoring extensively, and I was never able to get into a situation where it allowed cooperative play, particularly when the sidekick didn’t have SOs. It was good for powerleveling, and not much else.
Pirates does a poor job of letting low level players group with high level players, but it’s much easier for a high level to group with a low level.
Most the other MMOs I played didn’t even take a stab at the issue.
At last year’s ION, there was a lecture about third places. I didn’t see the lecture, but I bet it was this one. It goes like this: we have different social spaces where we spend our time. The first place is the home, while the second is the workplace. Third places are where we have our community lives. The TV series Cheers is entirely about a third place - the bar where those people hang out after work. MMOs are third places. They’re our extended social networks.
Outside of MMOs, there are no barriers if I want to do an activity with a friend. I might be better/worse than someone else at tennis, but we can still play and have fun. Imagine that traditional third places treated you the way MMOs do. “Sorry, Bob - you weren’t here last week so you can’t join us when we go out tonight. You’re not experienced enough for this bar.” The progression systems and combat math cause this in many MMOs (although removing level from the math creates new problems to solve). Clubs may have exclusive access, but members can generally get other people access. If a friend can go somewhere and do something, I can join them.
This all goes back to user centered design and barriers to entry. We take the critical element of MMOs and make it hard or time consuming to access. Players shouldn’t have to earn the right to team up with their friends. Removing barriers helps maximize the advantages we drawn from the key strengths in our genre; but that doesn’t mean we should haphazardly attempt to remove these barriers in a game that was designed with them in place. I’d like to see more MMOs designed from the start to allow people to play with anyone, anytime.