Does GW2 encourage social gameplay?
#91
Posted 07 July 2012 - 07:22 PM
Skill > Time = Reality
#92
Posted 07 July 2012 - 07:26 PM
This Game feels like it is made for 2+ people i found it way more fun to group and explore do events with friends or total strangers(that are polite) than solo
#93
Posted 07 July 2012 - 07:36 PM
Flashman, on 07 July 2012 - 03:55 AM, said:
Playing together socially and creating substantial relationships are two radically different things.
No wonder there are two sides opposing each other over this; they are arguing different things.
i think that sums it up pretty much. why not make a poll? but keep the difference between interaction of players and substantial relationships in mind.
i think interactions of players are encouraged by the gw2 game design. why shouldn't u rez someone next to u, if it's possible? and if noone rezzes u, u can still rez at the next waypoint. imo substantial relationships are not encouraged by the gw2 design. at least not in the pve part of it. relationships might even be less likely, since they are not needed. just like swtor, the pve part of the game is pretty much entirely soloable.
#94
Posted 07 July 2012 - 07:51 PM
Tamora, on 07 July 2012 - 07:36 PM, said:
i think that sums it up pretty much. why not make a poll? but keep the difference between interaction of players and substantial relationships in mind.
i think interactions of players are encouraged by the gw2 game design. why shouldn't u rez someone next to u, if it's possible? and if noone rezzes u, u can still rez at the next waypoint. imo substantial relationships are not encouraged by the gw2 design. at least not in the pve part of it. relationships might even be less likely, since they are not needed. just like swtor, the pve part of the game is pretty much entirely soloable.
I considered making a poll for this thread, but I think that would dumb down the issue too much. I think leaving a poll out encourages people to actually discuss the matter and put their opinions forth instead of being tempted to just vote "yes", "no", "somewhat", "in some cases", etc.
Also, I agree with your second paragraph.
#95
Posted 07 July 2012 - 07:58 PM
Cruxisinhibitor, on 07 July 2012 - 04:39 PM, said:
Edited by Genesis, 07 July 2012 - 10:10 PM.
#96
Posted 07 July 2012 - 08:09 PM
The option is there to group if you wish to do so, and many people will do that. For those who want to be the loner then they can do that as well. I don't see why anyone should be forced to be constantly interact with others. As long as a game doesn't discourage social behaviour (like other mmo's) then that's the main thing, and GW2 actually encourages it without forcing it, so it seems to strike a good balance.
I met a lot of nice people in GW and remained friends outside of the game. I even met one woman in real life because we lived near each other. I'm sure I'll meet plenty of people in GW2 as well even though you don't have to group, but GW2 can still be as social as you want it to be, it's all up to you, remember that.
#97
Posted 07 July 2012 - 08:17 PM
I mean break it down to its simplest form:
Step 1: Two people acknowledge each others existence
Step 2: They communicate
Step 3: They move beyond procedure and small talk
Raids, instances and partys bring you up to step 2 (if you're lucky), but step 3 is up to the individuals.
Then there's GW2's content.
DEs, grouping for personal stories, dungeons and puzzles/mini-dungeons also bring you to step 2 (again, if you're lucky).
Now having to team-play strategically may bring a step 1 person up to step 2. (In other words, they prefer not to communicate, but they do to coordinate the mission) However, a step 1 person stretching to reach step 2 is likely not going to reach step 3. On the other hand, there are people who are easy to relate with, they jump to step 3 after the first few sentences. They'll find you in chat, they'll find you in the world, anywhere. They don't need traditional group content to reach out to you.
Now GW2 does remove a lot of the reasons to hate other players. So mechanically it won't be as difficult to be nice to them (provided you ignore map chat) . However, it still depends on the individuals.
Not building friendships because nobody is talking during DEs? Question, are you talking during DEs? Lets say you are, and they aren't responding. Well that's their fault. That's the result of hardened MMO gamers (or anyone who has spent a day in EVE) keeping their heads down.
TL;DR
You can force coordination on many people and they'll talk, but that's about as far as they will go. Relationships aren't built from coordination alone.
Why are people afraid to chat in the open world and during DEs. Because of what past MMOs have done to them. Or they disabled chat because the community has left a bad impression on them.
GW2, provides less reasons for the rage and name calling. However, its too late to even come close to avoiding it. The internet community has gone too sour.
#98
Posted 07 July 2012 - 10:35 PM
RabidusIncendia, on 07 July 2012 - 07:17 PM, said:
In any case, it's still a large chunk of players either way and not even all extroverts like being stuck in a group of people they don't know
#99
Posted 08 July 2012 - 12:29 AM
Cruxisinhibitor, on 07 July 2012 - 04:39 PM, said:
You don't think classes stand out against each other? Have you actually played the game?
Yeah it's a selling point that there's no more trinity, but to say that all classes are pretty much the same is, well, wrong. Very wrong.
#100
Posted 08 July 2012 - 12:32 AM
#101
Posted 08 July 2012 - 12:54 AM
Personally, I'm very much a wreck in social occasions, but by following a DE chain and helping each otehr, rezzing when needed, taking the heat, i got to know people and i teamed up with them. Complete strangers and if my client hadn't crashed i probably would have actually gotten to know them. That simply by fighting side by side. There was no need for us to team up, nor did we need to fight together, but we did so because we chose to, we wanted to play with people. Isn't that the purpose of an MMO? You cannot force social interaction, it must come from the player itself. And i believe that Arenanet, with Guildwars 2, found a way to let the community be formed by each other and not by the game mechanics. To let people socialize without forcing them to.
Next time you feel like it's too silent in chat or no one is talking, start a conversation. Team up with a complete stranger. Reach out and see what will grow out of it.
#102
Posted 08 July 2012 - 01:06 AM
Genesis, on 07 July 2012 - 07:58 PM, said:
The classes do play differently. Everyone knew going in that all classes would be hybrids, why are folks still 'whining' about the DPS/control/support overlap now?
#103
Posted 08 July 2012 - 01:11 AM
98percentcute, on 08 July 2012 - 12:32 AM, said:
Oh no! Take it from someone who's played in the Betas. There's lots of stuff you can do on your own if there's no one else around.
#104
Posted 08 July 2012 - 01:11 AM
Every time you rezz someone, you are being social.
Every time you see a large group doing an escort quest or tackling a champion mob and join in, you are being social.
Every time you toss out group boons such as quickness/protection/aegis, you are being social.
Every time you drop a ground targeted AOE or other affect that allows combos, you are being social.
On each of these fronts, the game encourages positive social interactions in ways that few games have done in the past. You actually like seeing other players.
Just because we dont see alot of people talking away in chat doesnt mean people arent being social and having fun playing alongside one another.
That said, Im sure we will start to see alot more chatter going on not long after launch. Betas, with limited populations, limited playtime and people still trying to learn every mechanic, are different beasts from active games.
Edited by justaguy, 08 July 2012 - 01:12 AM.
#106
Posted 08 July 2012 - 02:42 AM
As players go through content, both PvE, WvW, Spvp, players will need to eventually use other players and their professions.
If you want to do a dungeon, you will need a group.
If you want to do a outside boss or Dynamic event, more players SHOULD = more efficiency or a more fun event.
If you want to play in Tournament, you will need people to play with.
If you want to do or make a movement/difference in WvW, you will need to develop social relationships within the game to accomplish the major goal.
Especially in WvW, people will have to be social even if they are just following.
In team/group dynamics, communication is needed, the bigger the goal, the more communication/social interaction is needed.
#107
Posted 08 July 2012 - 02:53 AM
I have no problem with needing a party for more advanced things like dungeons or PvP, but for general PvE? No thanks! More often than not I prefer to do my own thing. I would probably be rich if I had a dollar for every time I joined a party and someone said "OMG you guys are too quiet!" or something like that. Some of us don't join groups to chat. We join them because we need a party to complete a mission or quest. It's not like that in GW2 unless you're doing dungeons or PvP.
Making new friends during my adventures is great, but I definitely did not buy GW2 or any other MMORPG because I was hoping to meet new people and chat all day.
In my opinion, being "social" in GW2 feels natural and dare I say... almost enjoyable.
#108
Posted 08 July 2012 - 07:50 AM
If I allow my own biases to set in, I'd say that traditional MMOs do a poor job of encouraging social interaction. The links shows players waiting in line to complete content, instead of grouping up.
But I really like this comment:
anzenketh, on 07 July 2012 - 03:37 AM, said:
Furthermore what is the purpose of a actual group that is formed into a party?
If we think about the purpose of grouping up in an MMO in the context of social interaction, it becomes a chicken-or-the-egg question.
(1) I group up to do content; I get the opportunity to interact with other players as a side effect.
(2) I group up to interact with other players; we get to do more challenging content as a side effect.
In traditional MMOs, (1) is more common during the level-up phase. How often do you ask to group up with random strangers just to chat or without any specific destination in mind? Usually you want to group up for some specific quest that you can't handle alone.
(2) becomes more common during the "endgame" phase. You apply into guilds, make friends, then if the guild thinks you are ok, you get invited into their raiding schedule. Depending on team dynamics, the raid leader decides which raid to attempt.
I think that's where the apples-to-oranges comparison starts. At first glance, it looks as though (1) and (2) don't really apply to GW2. (1) won't happen often because of GW2's grouping system, and (2) won't happen often because there are no raids.
But as far as social interaction goes, dungeons perform the same function as (1) in other MMOs. People will still have to group up for Acalonian Catacombs or whatever. Arguably, WvW/SPvP can perform the same function as (2).
TL;DR: Social interaction in GW2 is about the same as in other MMOs. What GW2 removes actually contributes very little to interaction anyway.
Edited by MrIllusion, 08 July 2012 - 07:50 AM.
#109
Posted 08 July 2012 - 09:04 AM
In GW2 however there is an open world in which there is no kill stealing and running into someone doing something and helping them out is encouraged. If that person seems to be competent and sociable then there will be a decent chance of meaningful social interaction as opposed to the random PUG of "Insert class role LFG" and then the group disbanding after the dungeon/raid/ and/or quest. So sure there is plenty of activities that are doable solo and loners will do it solo, but I don't see GW2 having any less social interaction than most other MMO's on the market today.
#110
Posted 08 July 2012 - 11:22 AM
MrIllusion, on 08 July 2012 - 07:50 AM, said:
If I allow my own biases to set in, I'd say that traditional MMOs do a poor job of encouraging social interaction. The links shows players waiting in line to complete content, instead of grouping up.
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