In a post about how he prefers playing ARPGs over MMORPGs these days, Belghast gave as one of the reasons the advent of "an era of progressively forcing you more and more into group gameplay". That surprised me somewhat. I'd have said the genre was still moving relentlessly in the opposite direction.
It's certainly true that there's been a proliferation of projects claiming to represent a return to a lost golden age, a time when clearing even the smallest camp of Kobolds required a party of six, but all of those games are coming from independents, often with very small teams and limited resources. Most haven't even reached beta after years of development behind closed doors.
The last AAA MMORPG from a major games company that I can remember would be Amazon Games' New World, which I would say was very heavily focused on solo play. It has group play, of course, for both PvP and PvE, and at launch the main storyline included a fair amount of required group content, but changes patched in since have aimed to remove many of those roadblocks to soloing and open up more of the game to those with no taste for group play.
This, I would say, has been the trend for many years now and I can't say I've
seen much sign of it slowing down, far less going into reverse. As
Tipa
reported
recently, Final Fantasy XIV, or example, either the biggest or the
second-biggest MMORPG in Western markets, depending who you believe, has been
following a stated policy of converting what was originally a
group-required game into a group-optional MMORPG by re-working the entire core
storyline to be playable with NPC henchmen instead of other players.
I rarely play Elder Scrolls Online, another of the more successful games in the West, but as I understand it from those who do, most of the content is readily soloable. Guild Wars 2's gameplay is based almost entirely on a kind of all-pile-on form of auto-grouping that effectively turns every encounter into solo-with-friends. Granted, ArenaNet did their best to retrofit a form of closed-group, instanced content into the model in the form first of Fractals, then Raids but both remain niche activities within the wider game.
About the only major mmorpg in Western markets that seems bent on forcing people into formal groups these days is World of Warcraft, a highly ironic trajectory for the game that was once seen as having opened the genre up for solo play. Given the extent to which WoW's playerbase appears to have contracted over the years, it's hard to imagine that choice being widely copied in the way the game's earlier, more accessible approach very much was.
As for the never-ending stream of imported games from China and South Korea, are there many - or any - that "force" players to group? There might be. I find it hard to say because although I regularly try these games out, I very rarely stick with them long enough to reach the level cap. What I can say with some authority is that if grouping is required there, it's not during the levelling process itself, which is pretty much universally a solo affair.
Of course, this is where my definition of soloing and Bel's may well differ. From everything I read on his blog, he consumes content orders of magnitude more quickly than I do and reaches the endgame far sooner, whereupon he runs into roadblocks to solo play I will never see. Playstyle heavily affects one's perception of how soloable an MMORPG feels.
As I've said many times, I always found EverQuest to be an excellent solo game, even back at the turn of the millennium. I'd been playing for a couple of years, very happily, before I ever really began to group as my main playstyle. I always found it very easy to set myself goals I could achieve without anyone else's help and I managed to keep myself very well-entertained for upwards of thirty hours a week just pottering around Norrath on my own.
That's not to say I never joined a group in those days. I often did but it was always my choice. I never felt the game forced me to group or even pushed me heavily in that direction. Grouping, even in EQ in 2000, was just another on a long list of interesting things you could do with your time, if and when you felt like it.
Thinking of the other immediately post-WoW mmorpgs I've played, from Star Wars: the Old Republic to Lord of the Rings Online to Rift to Wildstar, I get the feeling that the more grimly they hung on to the old concept of forced grouping, the worse they fared. What I remember from all of them is a perpetual retrenchment towards ever more accessiible content, requiring less and less commitment to any kind of formal group structure.
Even a game like Vanguard: Saga of Heroes, which modeled itself heavily on the original EverQuest, quickly shifted from a must-group policy to something far more lenient, although not soon enough to save itself. It remains to be seen how that game's spiritual successor, Pantheon: Rise of the Fallen (Whose very name mirrors it's immediate ancestor.) will negotiate a path between the stated desire of players for group content and a commercial reality in which that often turns out to be the self-same thing that drives potential customers into the arms of less socially-demanding titles.
I'm wondering now if any of the numerous retro-revivalist mmorpgs we've seen Kickstarter campaigns or heard reports of funding rounds and capital investments for have actually launched. It's hard to be sure. I can't remember the names of many and anyway "launch" is such a flexible concept these days.
It's also quite a difficult topic to research. There's no widely-accepted term for these kinds of projects and searching for "new old-school mmorpgs" or "new retro-mmorpgs" mostly brings up lists of actual old games that are still running, of which there are many. I could comb through MMORPG.com's exhaustive list of titles or scan the Steam charts or page back through a couple of years of MassivelyOP news reports but life's too short for all that. We have AI now!
I asked the three big players, Bard, ChatGPT and Bing:
"Can you list all the in-development, early access, alpha, beta or just recently launched MMORPGS that claim to offer an "old school" or "retro" or "golden age" experience?"
The results were not particularly helpful but, at least in the first two cases, they were extensive.
Bard came up with a list of eighteen titles, conveniently alphebetized and bullet-pointed:
- Ashes of Creation
- Aura Kingdom 2
- Classic EverQuest
- Classic World of Warcraft
- Dofus Retro
- EverQuest II: Project 1999
- Lost Ark
- Mabinogi
- Old School RuneScape
- Peria Chronicles
- Project Gorgon
- RuneScape
- Ultima Online
- Valheim
- Vindictus
- Wakfu
- WoW Classic
- Zenith: The Last City
It then went on to offer a brief description of each of them, along with some
of its usual, chatty commentary, signing off with "I hope this list helps you find the perfect MMORPG to scratch that old
school itch." Bard really does want to be your AI pal.
Of the eighteen, I'd say only Project Gorgon really counts. It meets all the criteria in the prompt, being both an original mmorpg modelled on old-school gameplay and still being in Early Access. Old School Runescape, WoW Classic and Dofus Retro also sort of count but only because I didn't frame the prompt quite specifically enough to exclude actual revivals of older games.
The rest are either just old mmorpgs that are still running or don't seem to meet any of the criteria at all. The only one I've never heard of before is Zenith: The Last City, which isn't surprising because it's a VR game. It looks to be a standard mmorpg, not particularly retro. I'm kind of surprised we haven't heard more about it.
ChatGPT offered me ten titles in a numbered list with brief descriptions of every game:
-
Ashes of Creation - This game is currently in development and claims to offer a unique and immersive MMORPG experience with a focus on player choice and agency.
-
Pantheon: Rise of the Fallen - This game is currently in development and aims to provide a classic MMORPG experience with a heavy focus on group play, challenging content, and a strong sense of community.
-
Crowfall - This game is currently in beta and offers a hybrid of MMORPG and strategy gameplay with a focus on player-driven worlds and intense PvP combat.
-
New World - This game was recently launched and offers a survival-focused MMORPG experience with a heavy emphasis on exploration, crafting, and player vs. player combat.
-
Legends of Aria - This game is currently in early access and provides a sandbox MMORPG experience with a heavy focus on player freedom and customization.
-
Gloria Victis - This game is currently in early access and offers a medieval MMORPG experience with a strong emphasis on realistic combat, crafting, and open-world exploration.
-
Fractured - This game is currently in alpha and offers a unique blend of traditional MMORPG mechanics and sandbox gameplay with a focus on player-driven content and exploration.
-
Camelot Unchained - This game is currently in development and aims to provide a traditional MMORPG experience with a heavy focus on large-scale PvP battles, player-driven economies, and deep crafting systems.
-
Starbase - This game is currently in early access and offers a sci-fi MMORPG experience with a heavy emphasis on player-driven economies, spaceship building, and exploration.
- Project Gorgon - This game is currently in early access and offers a classic MMORPG experience with a focus on exploration, discovery, and deep crafting systems.
Crowfall is not in beta. It launched and then closed. It's in some form of undefined limbo right now. Legends of Aria was de-listed from Steam and is currently unavailable. Fractured was in Early Access but has now returned to closed development for technical reasons.
The rest seem like reasonable responses to the prompt, although I'd question whether Ashes of Creation or New World really count as "old school" or "retro".
And finally, good old Bing. Bing really doesn't like to work up much of a sweat. Where Bard gave me eighteen possibilities and ChatGPT managed ten, Bing stopped trying after just three - but at least they weren't the most obvious three!
- Ravendawn
- Old School Runescape
- Aether Story
Well, okay, Old School Runescape was obvious. I think literally having
the words "Old School" in the name may have biased the results, so all
credit to ChatGPT for not being drawn in to the easy option there.
I'd never heard of either Ravendawn or Aether Story, which turns out to be because they're both 2D, overhead perspective games and I pay no attention to those whatsoever. They do seem to match the general profile, though, and you can't get much more old school or retro than 2D top down gameplay.
All of which proves nothing much except that the current crop of AIs really don't make very good research assistants. In the absence of further evidence, I'm going to stick to my assertion that we aren't currently going through an era, or even a moment, where forced grouping is either the norm or a growing trend.
If anyone would care to offer the necessary evidence to refute that assertion,
I'd be very interested to consider it.


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