solo-play

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  • EVE Online unveils the Sisters of EVE ships

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.05.2013

    New ships in EVE Online are kind of a big deal. A new ship isn't just a set of equipment slots, it can represent a whole different way of playing the game. The two newest ships being introduced with the game's next expansion are meant to do precisely that, providing players with a new level of security while exploring hostile space. These ships are the craft of the Sisters of EVE, and they're coming with the game's next major update. The latest development blog explains that the goal with these ships was to provide more support for solo exploration while allowing the ship to take a variety of different equipment for variable missions. Both classes of ship (the Astero and the Stratios) can use covert cloaks, feature increased scan probe and virus strength, and have extra module space that sacrifices some strength for vesatility. For more details on fitting and obtaining these ships, check out the full development dispatch.

  • Tamriel Infinium: The Elder Scrolls Online's rationale for roleplay

    by 
    Larry Everett
    Larry Everett
    08.02.2013

    After reading the roleplay-oriented AMA that released Monday on the official Elder Scrolls Online website, I resigned myself to the fact that I'm never again going to get to play an MMO with chat bubbles. I will miss you, my lovely communicative vesicle. I shall remember fondly the times you allowed me to easily distinguish between those who spoke right next to me and those who sat halfway across a tavern. Apparently, you are now a dated device that no longer holds importance to designers looking to make a game that revolves around player-to-player communication... I know that chat bubbles are not the only important device in the roleplayer arsenal of storytelling tools, but that doesn't mean that I don't find the irony humorous. And I am extraordinarily happy that developers took the time to answer some very important roleplay-related questions. As someone who happens to be very interested in the ability to roleplay effectively, I'd like to take a few moments to discuss the answers the developers gave. And surprisingly the discussion we had last week about the ESO community-building tools fits in quite well with the theme on the whole.

  • Leaderboard: Go it alone vs. go it together

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.08.2012

    A lot of modern games don't really require you to have someone along with you at all times. Star Wars: The Old Republic gives you a companion for your leveling adventures, but there's no need to have a real person with you when completing the game's solo content. World of Warcraft is tuned so that everyone can level through quests solo, even if sometimes you make it through by healing yourself until monsters give up and die of boredom. It's a welcome change from logging on, finding out your friends are offline, and giving up for the evening. But let's say you have a friend who will play alongside you if you want. On the one hand, you can suddenly make your life much easier by pairing up to tackle content designed for just one, doubling what you can accomplish. On the other hand, there are always quests that become more frustrating with two people after the same objectives, even when those two people are ostensibly working together. Plus, working alone means never having to stop for five minutes because your partner has to put a squalling baby to bed. Given the choice, would you rather be grouped up or solo when taking on content that allows for soloing?

  • The Soapbox: Meaningful solo play

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.19.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I'm going to open this piece off by laying my cards on the table: If you read my last Soapbox two weeks ago about why solo players choose to play solo and you absolutely hated it, then honestly, I have to tell you that this installment isn't for you. You aren't going to like it. Go read a book or play a game or something else because there's no reason for you to read something that I can promise you straight-up you won't like. I spent that entire column talking about why people might play solo, but I spent absolutely no time discussing what players are supposed to do solo or how games can handle the dichotomy between solo and grouped players. There does need to be some parity between the two, and that works both ways. Solo players need content and rewards, but group players need to have something to work toward as well, and you need to have the feeling of an overall shared world. So how do you mix a solid solo experience with a solid MMO?

  • The Soapbox: Why solo players don't just play a single-player game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.05.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. When I play an MMO, I tend to play solo. This isn't because I outright dislike grouping -- I've said exactly the opposite before -- but when given the choice, I'll default to solo. I don't always have a reliable play schedule, I like having the freedom to start and stop projects at my whim, and most importantly, I like the option of just tuning out a bit and losing myself in a solitary romp every now and again. Some people get very bothered by this, though, and they really dislike the fact that there are solo players asking for more solo content. Sometimes it's rooted in a fear that solo content will interfere with group content, and sometimes it's because of the fear that no one will group if there's plenty to do solo, but the same argument gets brought up every time: "If you want to play solo, you should be playing a single-player game." Except they're not the same thing. Not by far. There are distinct benefits to playing in an MMO even if you prefer doing most content solo instead of in a group.

  • The Daily Grind: How much grouping should be required in a game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.11.2012

    A good group arguably makes any game more fun. No matter how much fun you're having in any game, be it Star Wars: The Old Republic or Global Agenda or whatever else, there are players who believe it's better when you're running with other people, telling jokes or roleplaying or even just working in unison. Of course, others would point out that's all if you have a good group. A bad group can turn even something fun into a real misery, which sort of defeats the purpose of playing a game. And that's not getting into the time it takes to form a group or coordinate several people... or the fact that some players just prefer not to group. So how much grouping should an MMO require out of its players? Should pretty much all content require a group, forcing players to work together and build a real sense of community at the expense of any solitary play? Or should pretty much all content not require a group, letting everyone group with players as they wish without hard restrictions -- and making large chunks of the game single-player for all intents and purposes? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Totem Talk: Elemental mana management for Cataclysm

    by 
    Sarah Nichol
    Sarah Nichol
    10.07.2010

    Every week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. Get some Fulmination with your Lightning Bolts! Sort the shocks from the flames with Totem Talk: Elemental, brought to you by Sarah Nichol, otherwise known as Pewter from The 'mental Shaman and the Obscurecast, and founding member of TotemSpot. Before I get stuck in this week, I'd like to take a moment to share some sad news -- Zamir has taken the decision to discontinue his elemental DPS spreadsheed, ZAP!, which has been invaluable for many of us for the past year. Zamir has been something of a catalyst for the elemental theorycrafting and blogging community, so please send him some good vibes. You can still find Zamir at his Planet of the Hats blog, and he is also involved in running TotemSpot. We salute you, Zamir! (No need to panic, though, there are several projects in the works to fill the void.) Last time, I discussed what the impending patch 4.0.1 meant for my beloved class. The original plan for this week involved heroics, sims and walls of numbers, but the issues with EU premades have rendered that hope a distant dream. Eleven-day queue, I bite my thumb at thee. As for changes to the class, well, every time I see a changelog, I scan for shaman blue and feel a faint twinge of disappointment. Our totems have had some minor edits, such as a reduced cooldown from 30 seconds to 20 seconds for Stoneclaw Totem and a needed mana cost change from 7 percent base mana to 5 percent base mana for Searing Totem. Does this mean elemental is largely finished, or are we in store for some focused attention in future builds? A lot can change in two months, but with patch 4.0.1 on the horizon, I think our spec is likely to remain static for now. So this week, I'm taking a quick look at mana management, something that many of us have not worried about since Naxxramas.

  • Wasteland Diaries: Lone wolf

    by 
    Edward Marshall
    Edward Marshall
    09.03.2010

    An MMO is a massively multiplayer online game. So what would attract a lone-wolf type to something that is massively multiplayer? You would think this would drive someone who enjoys his solitude away. This is simply not the case, as every MMORPG has lone-wolf players. If that MMO happens to be Fallen Earth, with its post-apocalyptic setting, it might seem to attract individualistic survivalist types who strive to be self-sufficient. I have never played an MMO in which so many people were withdrawn, introverted, and downright antisocial. Well, it is the apocalypse, and there are times when I just want to be left alone to kill in silence. I am a bit of a lone wolf, myself. But many times, trying to get a group together can be like pulling teeth... from a drunken throwback's maw. Sure, people aren't bound to be as friendly in a ravaged, unlawful world like the one we call home in Fallen Earth, but sometimes the wasteland can be a very lonely place. I enjoy doing my own thing as much as anyone else, and in many cases I don't want to stop what I'm doing to help other players, but I tend to. And I'm almost always glad I did. After the cut, I'll take a look at the pros and cons of being a lone wolf.

  • The Tattered Notebook: Worth your time?

    by 
    Jef Reahard
    Jef Reahard
    07.12.2010

    "EverQuest II, that's the crappy Sony game with five-year old graphics and a bunch of RMT isn't it," said a friend of mine as we ran around the chilly slopes of Dun Morogh in Azeroth a few weeks back. Even though he phrased it in the form of a question, his delivery implied a mind already made up. Such is EQII's reputation among a decent chunk of the MMORPG-playing population it seems. Since taking over the Tattered Notebook, I've been asked more than a few times what it is about EverQuest II that makes it worth playing, aside from the Massively paycheck of course. From friends and family, to commenters, to colleagues, it seems many people are curious about SOE's long-running fantasy flagship, but relatively few take the time to learn more about it in order to make an informed go/no-go decision. Regrettably, I'm a somewhat slow leveler, due to the fact that I've got a lot of demands on my time and I enjoy running around willy-nilly exploring the nooks and crannies of Norrath. So, I won't be level 90 with 250 AAs, raiding, or able to tell you about endgame any time soon. That said, is it worth playing through the early 30s? Indeed it is. Turn the page for some reasons why.

  • Grouping versus soloing as the genre evolves

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.18.2009

    Back in the day, there were two ways to play most MMOs -- you could form a group with other players, or you could stay inside the cities and wait. Those days are long gone, of course, and it's a rare game that doesn't allow a player to do quite a bit without the support framework of a group. But there's a point to be made about what's been lost in the process, and We Fly Spitfires has an interesting take on how we now have to be pushed and prodded into grouping. There was a time when people were expected to group to complete tasks, but players are increasingly opposed to the idea as more and more becomes possible to solo and we grow less and less patient for finding a group. Unsurprisingly, Game by Night brings up the obvious counterpoint: that evolving game design has relegated forced grouping to the past. There are more MMO players now than there were back then, and the majority of them started on games such as World of Warcraft or City of Heroes where grouping was only occasionally necessary, and even then only for specific tasks. By removing the requirement, player expectations become different, and there's no longer a sense from most of the playerbase that soloing should be possible for a majority of tasks. It's a debate that's been had over and over through the years, but as the solo play model becomes more and more expansive, it no doubt will be revisted time and again -- and attitudes toward it will shift as the playerbase does.

  • Group buffs as solo buffs and when to use them

    by 
    Mike Schramm
    Mike Schramm
    04.24.2008

    Rufus over on WoW LJ brings up Commanding Shout, the Warrior group buff that increases maximum health of party members for two minutes within 20 yards, and comments that it doesn't work so well in solo play. Which isn't necessarily true-- there are cases when you need as much health as you can get. And he got me thinking about other buffs like that -- buffs that are really meant for group play, but that can sometimes help in solo play.The first one that jumped to my Shaman mind is the Mana Spring Totem -- it's really meant for group play, but every once in a while I'll pull too many, need some extra mana, and drop that to pick up a little blue. Also in the Shaman's Resto tree is Earth Shield, which can be helpful in solo play, too. And while Power Word: Shield is really too mana intensive to regularly be used in solo play (it's really meant to be used in groups), there are lots of times when it's helpful with solo priests.Usually, you should only use these things when absolutely necessary (and when you've got the resources to use them -- Commanding Shout, for example, doesn't actually give you any health, so using it in the middle of a fight doesn't help). But Blizzard has made sure we don't just have group buffs and solo buffs -- some group buffs are occasionally really useful in solo play. Can you think of any others?

  • Is single-player content hurting MMORPGs?

    by 
    Kevin Stallard
    Kevin Stallard
    11.12.2007

    The term "solo friendly" is commonly cited as a virtue of newer MMO titles. Many MMO related forums have threads such as this one over at MMORPG.com which discuss the "soloability" of player classes within an MMORPG. In fact many of the elements of games such as Everquest which players have complained about over the years such as "forced grouping," "camping spawns," or "racing for non-instanced content" have all but been removed from the most recent MMORPG releases.When was the last time you saw two guilds racing to kill the same mob in World of Warcraft? How many of you have spent more than 30 minutes on a corpse recovery in City of Heroes? (That is a trick question, since there is no need to recover your corpse in that game.)