Terri was digging through some old clothes recently, and found her old Dark Age of Camelot t-shirt. This, of course, sparked all kinds of nostalgia. We were reminiscing about her old PBAE Lurikeen Enchanter… And the hours spent in Darkness Falls and the Tomte Caves… How goofy Tir Na Nog was…
And it made me realize one of the things that is glaringly missing from most modern MMOGs – people.
Yes, of course there are other players out there. There’ll be hundreds of folks logged into a given WoW server at any point in time. And you frequently group up with other folks to go accomplish something difficult… Like killing a big ol’ raid boss or something…
But these days MMOGs are almost entirely instanced.
If you put together a group and go to the Stockades it’ll be just your group in there. The five of you in a virgin dungeon full of monsters and loot. You can kill your way to the end, wipe everything out, collect all the loot…then leave, re-set the instance, and do it all over again.
Back in the day everything was a single, shared world. If you put together a group and went into the Tomte Caves you wouldn’t be alone. There’d be other groups in there. You’d have to compete with other people for all the good stuff. There’d be crowds gathered up around anything named or important. There were areas that worked better than others… Sweet spots where the monsters respawned quickly and there was still room to fight them… And people would wait for hours to get into one of these camps. And if your group had one of the better camps you’d stay there for hours, just grinding away experience.
Now, of course, that sounds pretty bad by modern standards. The reason games are the way they are today is because people complained. Folks didn’t want to spend hours upon hours grinding away in the same place, killing the same monsters. Folks didn’t want to fight over choice locations, or wait hours for a special monster to re-appear. Folks wanted a storyline and a feeling of progress. They wanted to feel like they were the hero in the game.
So, modern games delivered by instancing just about everything. Everyone gets their own dungeon. Everyone gets their own cave full of monsters. Everyone gets their own loot, their own special monsters, their own quest progress.
And at first it seems great. You don’t have to fight with anyone… Don’t have to worry about whether your favorite spot is already taken… Don’t have to deal with people stealing your monsters…
But, in retrospect, there’s something missing. There’s less interaction with other people. And the world around you feels less organic.
It used to be that a dungeon housed a whole collection of nasty monsters. They were fairly big, sprawling affairs. Usually with several different distinct areas that each housed their own challenges. You’d enter an area like Darkness Falls and there’d be dozens of people in there killing stuff. You’d have to make your way past various monsters, threats, and obstacles just to get to the camp you were looking for.
And you’d have to talk to people more… Find out whether a specific camp was taken, if a group had room for more, if someone knew how to get to a specific camp, how long they were planning on staying in that one place, if the rest of the group could come get, if you had to escort someone to safety…
And, frankly, the mindless grinding facilitated some great socializing. You didn’t have to think too much about the gameplay mechanics. You were pulling the same critters over and over again… Killing them the same way over and over again… It became very simple, very mechanical. So you had plenty of time to chat with eachother.
These days you simply mark yourself as looking for a group… Maybe yell in the LFG channel a couple times… Then your group goes to the instance, runs through it from start to finish, and breaks up. I’ve had groups where nobody said a single word the entire time. Or, if they did speak, it was simply to indicate that they wanted a piece of loot or were ready for the next fight.
These days dungeons are relatively compact affairs. They exist solely to house a single group for a single run. They’re fairly linear – you enter here, kill your way through the dungeon, kill the boss, and leave. They feel more like a plot device than an organic thing. It isn’t a cave full of monsters that occupy this ecosystem… It’s the lair of a specific badguy who has to be hunted down and killed.
Again, from a game mechanics standpoint, this is great. You have far fewer annoyances. You get all the monsters/loot/whatever you want. And you can add all kinds of neat storyline stuff to the dungeon.
But from a socialization standpoint, this is horrible. You used to get to know people that you never actually played with. Even if you never grouped with them… You still chatted with them to find out how long a certain area was going to be busy. You ran past them on your way somewhere else. You saved their ass when they pulled too much, or they saved yours when you took a wrong turn.
There was more of a sense of community.
These days you only really get to know the people you actually play with on a regular basis. The folks who are in your group, fighting alongside you, on a nightly basis. Everyone else kinds of fades away.