Monsters and Memories (Project_N) - Old School Indie MMO

Sylas

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In many older or "classic-style" MMORPGs, the latter is often the case. Soloing isn't discouraged through positive reinforcement of group play - it's made borderline unplayable. Certain classes can't function without external support, downtime between fights is excessive, and the experience gain is so meager that progress feels glacial. That doesn’t cultivate community, it just boxes players into a narrow corner and hopes they'll choose to socialize out of necessity.

One of the things I've always felt MMORPGs could and should explore further is a more aggressive system of grouping incentives, rather than solo penalties.
honestly was with you for most of these last few pages of posts but then swing and a miss here.

There is neither functionally nor psychologically a difference between solo penalties and group bonuses. They are identical. Whatever is the most efficient becomes the standard and everything else is a penalty.

look we've all been armchair developers on these forums for decades we all know what we know and very little of what we say is really going to change anyone's mind. At this point if you don't realize that you're either preaching to the choir or speaking greek then that's kinda on you.

We're all retards. Players and developers alike. your job is to identify you brand of retard and get on board and not waste your time, life's too short to invest energy into anything else.

for good or for ill developers tell you exactly who they are, believe them. they all run a spectrum, from absolutists (we say they have vision (tm) ) to passivists, rule by committee public polls a/b testing types.

When you run into absolutist developers who think that tedium is what made EQ great, then ok, they are retards, thanks for telling me you are retards, now I won't waste my time. That's why I don't really follow these guys. I'm sure whatever game they make will be great for the 10 players they manage to attract, good on them, i wish them the best of luck, but sadly it isn't going to recapture the magic that those 10 players are still chasing.

Same story with that Epoch Wow Emu server. Seemed interesting at first. First thing I saw on their website is they were taking Wrath of the Lich King client and reverting back to TBC because they believed that TBC was the pinnacle of class design and balance of WoW. Cool, those developers are fucking retarded, stopped reading immediately and not going to waste a moment of my time thinking about them. Sorry for everyone who got all hyped up, turns out developers who don't have a fucking clue what they are talking about, also don't have a fucking clue about what they are doing and their launch was a testament to that.

If you run into the opposite, devs who listen to every scrap of feedback and implement majority rules on everything, then you best get to know the player base and make sure they are your brand of retards, cus they are the ones running the show. If you aren't careful you end up on a server run by fucking Troons (like turtle and other p-servers).

When it comes to games like this one they are led by this false premise that game design hasn't already been fucking solved. It has been solved, for decades, it's simple as fuck. you are doing it wrong.

These nirgon types (no hate) are all "chasing" this high they got from EQ like it was the girl they lost their virginity to, they use phrases like "you can't capture lightning in a bottle again" "never as good as your first" "you can never recreate that experience" blah blah blah. Its a lie, a retarded lie at that.

For these types they have no clue what made EQ work so they keep chasing game after game after game trying to relive that experience, they've failed so many times so many games they are just bitter as fuck, clinging to this next one will be "the one", or they've either convinced themselves "you can never relive your first MMO". That's why you got guys in here like "EQ had no maps, maybe that was the secret to it's success lets try that this time!" so you end up with this rabid group of autistic retards screaming about it being "immersion breaking to be able to see at night, the game should be unfucking playable for 12 hours a day!" and other such nonsense.

For the record, you can easily relieve your EQ experience in any game, any genre. hell you can pull it off in a looter shooter. it's easy. it's a solved problem, all you need is 2 things:

1) Dying has to hurt. Whether its exp loss or items or whatever, doesn't matter, they all ultimately translate into time. what matters is that dying is enough of a hindrance that you innately develop at least a small amount of risk aversion, which your brain translates into you attaching emotional value to your character. This is helped by;

2) The world is dangerous. Whether its mobs are more powerful than you thus they present a threat that should be tackled with friends, environmental challenges you must avoid, or just its full pvp enabled and roaming gank squads could be around any corner, the world must be dangerous enough for you to develop a respect for the world.

That's it. those 2 things are all you need for the human psyche to value your time commitment enough to make plans to avoid risk, safety in numbers/group up, develop a community, communicate with one another, work together to overcome challenges, face foes, etc.

if you put those 2 items on sliders and assign values from 1 to 10, you could rank every game ever made. Any game whose combined score is around 15 or higher will give you that virgin EQ experience, you can and will recapture "lightning in a bottle". An example, take a look at the hardcore wow servers. The world of Vanilla wow is hardly fucking dangerous, but 1 life servers with no respawn are a full blown 10 on the dying hurts scale. ignoring the solo/self found types they treat it as a solo challenge, on these hardcore rulesets where grouping is allowed you end up with these tight nit communities of players who group up almost exclusively, in open world solo content, because the penalty for dying is enough to warrant it. There is nothing innately "group required" to vanilla wow open world content, if anything it was designed with the opposite in mind, but if the death penalty is harsh enough people will naturally flock to it to avert risk. It's still not a 15 combined score because the world is only like a 3 on the danger scale, but you can start to see it getting close.

This is coming from someone who absolutely relived his EQ experience years later in Eve Online, and online spreadsheet simulator in space with 0 PVE and 100% pvp content, complete night and day difference from everquest, yet it offered the exact same experience for me, the player. I have the same nostalgia, the same immersion and comradery and community experiences playing Eve as I ever did playing EQ. I have as fond of memories of Y9G, a giant invisible box with POIs at set intervals and a static nebula as a background picture, as I do Lguk or Sebilis, zones i know like the back of my hand despite not setting foot in for 20+ years (until THJ). I remember the Reb gate in 6C or the M2>97x>y9g corridor the same way I remember the path through ice spiders retrieving corpses under Vox. Mostly I remember the friends and good times I had along the way, the human brain naturally starts to forgot about all the shit shows and low points & tedium, we only remember the good times, and I associate those good times to the activities I was doing when those memories were created, same as anyone else.

Some people get hung up and think it was the tedium that made those times good, it wasn't. The tedium is irrelevant.
 
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Sloan

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The tedium is only relevant if it is necessary to create the environment that you somewhat outlined in your 1 and 2 points. In that sense, the people shouting about tedium being bad always and why cant i just solo and do what I want when I want miss the point just as much as the people who want everything to be tedious miss the forest for the trees.

I mostly agree with your points, but I do not think that is anywhere close to exhaustive. M&M, for example, completely nails the atmosphere side of it - which is something that EVE discarded for spreadsheet hero min maxing. EQ had alot of atmospheric vibes and it is part of what made it special.

Another factor implicit in your point 1 and 2 is an open world without private instances, or at the very least minimizing the role that private instances play. If you have a private zone that you can farm at your own leisure, dying is irrelevant and the world is not dangerous. Hardcore WoW changed this like you said because now it was dangerous (even more dangerous than sitting in open world and pulling to a spot with a group), and it is interesting that a little tweak like this made WoW more like EQ...but there are many other factors missing. This feeds into yet another important factor - scarcity of items and socio economic relations...

I have never played an MMO since EQ where the economy and trading was just as big as the going out to slay the dragon side of it. There were quite literally professional traders in Kelethin (Povar was kelethin trade hub) who played and enjoyed the "tedium" of buying low and selling high, truck barter and exchange. You got to know people and built relationships around this - many people had their friend or friend of a friend who liked trading while they didnt so they unloaded stuff to that person etc. So was the bazaar - what got rid of this "tedium" - something that had spill over effects on EQs environment? Was the private zone loot pinata that made items less scarce and did away with the "tedium" of hard to get items another side of this? This has been argued exhaustively for 25 years, especially the bazaar part, and I do not really care to get into an argument about this specifically, moreso pointing out an example of tedium potentially having effects outside of the directly tedious interaction... And so on and so on...

So yea while I agree that your points are part of it, and probably the more important parts of it, I dont think that is ALL there is to it at all.
 
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Kriptini

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I agree with Sloan, certain aspects that Player A finds tedious creates economic opportunity for Player B and can be fun for that player. As much as Quaid disrespects "fantasy DoorDash," I think there could be a niche of players who legitimately enjoy that kind of thing. The trick is implementing it to an appropriate scale.
 

Sylas

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see that's the thing, tedium != difficulty. it is the difficulty, the struggle that matters, not the tedium. You could have hello kitty island adventures with the brightest pastel palette imaginable where it never gets dark and if it were a difficult game with required grouping to advance and had harsh death penalties you would have the same everquest experience. "Night time being so dark you cannot see adds to immersion/realism" whatever isn't difficulty, its tedium.

Again if you were to rank games death penalties on a scale of 1 to 10 and the worlds difficulty on a scale of 1 to 10, pretty much every game has been getting easier and easier on both fronts, especially compared to vanilla Everquest. And the games that want to offer that "classic, old school" feel are not making their games more difficult, they are instead replacing difficulty with tedium, and they are inventing ridiculous game systems and mechanics that offer artificial group incentives and synergies, to try and force grouping. "Oh this class has a debuff that stacks with this other class but only in groups so that encourages group play" no that's artificial tripe.

As far as your "economy" stuff. Wizards/druids selling ports is no different hunters selling DM tribute buffs along with warlock summons using a bot army, or mages selling Power leveling in maraudon (or boxers selling PLing for krono in modern EQ). it isn't community, it isn't class dependencies, it is commerce. while some players enjoy that type of play, playing the auction house or EC tunnel merchant really has nothing to do with whether or not the game is immersive. those types of players thrive in any game that allows trading.

You don't need any of that shit to encourage grouping and community formation. Human nature/psychology is what should encourage me to group because i'm less likely to die and dying is painful to the point that I want to avoid it.

Not so much anymore, but for the longest time these games were all chasing mass appeal bucks, they want some of that WoW money, and WoW taught them that you have to make the game soloable and by that they mean less dangerous and no penalties for dying. That's the rub, WoW is a better game than they will ever be, they can't compete with WoW as a game, but WoW was a terrible world and what old school players are searching for are worlds, not games.

edit: also this
If you have a private zone that you can farm at your own leisure, dying is irrelevant and the world is not dangerous.
i have no idea what you are trying to say. instancing vs not can be a component of making the world more complex or simply introducing friction between players to create conflict which can make it feel more dangerous (or less, if all the hard content is always dead), but generally is just a method of content distribution. Instancing or not has zero to do with a world being dangerous or death being painful or not, I have no idea where you are even coming from with this one.
 
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Gravel

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I agree with your last statement. A lot of the worlds in MMOs are absolutely shit.

One of the things that makes me hopeful for MnM is that the world is actually really well crafted. Granted I haven't seen a ton of it, only having made it to level 12.
 
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Sloan

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Yes, however the "tedium" can have higher level effects outside of its direct effect that influence the extent to which the "world" works as a world and not just an extraction moba or whatever. Its the whole is greater than the parts bit. This doesnt mean everything tedious is good and contributes to that; on the contrary i would say at this point alot of the tedious stuff I see is just attributing wrong higher level effects to needlessly tedious things - but there is quite a bit that actually does contribute to the atmosphere and world environment.

100% it is the struggle. But the struggle is what is being called "tedious" by alot of people. Thats the point.

Edit - as far as the economy stuff. It isnt so much the trade interaction that i was getting at, but the unintended consequences of removing the "tedium" of not being able to just put stuff on an auction house or the unintended consequences of giving people private instances to free farm items. Its obvious why those were done in WoW - convenience. These changes DIRECTLY made the SPECIFIC interaction with the game in question much more convenient and streamlined and let people get on with "playing the game" instead of wasting time....but what if that wasting time has a spillover effect of creating an atmosphere or environment that was indirectly contributing to making the game. Private zones ---> less competition ---> less time wasted farming --->> less scarcity ---> less struggle ----> less world

edit: also this

i have no idea what you are trying to say. instancing vs not can be a component of making the world more complex or simply introducing friction between players to create conflict which can make it feel more dangerous (or less, if all the hard content is always dead), but generally is just a method of content distribution. Instancing or not has zero to do with a world being dangerous or death being painful or not, I have no idea where you are even coming from with this one.

Yes its DIRECT reason is to affect content distribution, but if you want to analyze it only in terms of the reason it is implemented and not in terms of its other effects then it is not being analyzed at all. You are forced to deal with people and environment or you are forced to deal with only environment. The former is not only far more dangerous and painful, but has higher level effects on the game as a whole as i mentioned above. Replacing everyone with robots and AI is a way to not have to deal with people and all the struggles that come with not being able to squeeze more profit out of them (or make things more "efficient" whatever your political disposition is), but I think everyone would agree that were it widespread it would drastically change not just the economy but social relations in general.

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Kirun

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honestly was with you for most of these last few pages of posts but then swing and a miss here.
I think there's a decent amount in your post that I agree with at a high level - particularly your emphasis on risk and world danger as drivers of social cohesion. But where I think you're way off the mark is in dismissing the distinction between solo penalties and group incentives as "identical." That's just not how most players experience games, and pretending it is feels more like theory-crafting than an understanding of actual behavior.

Yes, efficiency tends to drive meta behavior - no argument there. But how that efficiency is presented matters. When solo play feels like you’re getting slapped on the wrist for daring to log in without a full group, people disengage. When group play is framed as an amplifier - something that accelerates your progress, makes your time more rewarding - people are far more inclined to seek it out organically. Same result on a spreadsheet, maybe, but radically different outcomes in terms of player psychology and long-term retention.

Also, the idea that "game design is solved" is kind of absurd. That assumes the only thing that matters is system sliders - as if a +10 death penalty and a “dangerous world” checkbox are all it takes to recreate meaningful player experiences. What made old MMOs work wasn't just a hard world. It was that players felt like they needed each other to survive in it, and the systems (intentionally or not) reinforced that.

Where I’ll disagree with you completely is on the idea that tedium was irrelevant. No - tedium was a problem. A BIG one. It still is. And I really hate this retroactive mythologizing that treats boring mechanics as some kind of emergent social sandbox. Sitting around for 15 minutes waiting for mana to tick up doesn't build community. It builds boredom. People talked because they had nothing else to do. That’s not good design - it’s just the absence of design.

This is where a lot of modern "EQ spiritual successors" go wrong. They confuse difficulty with inconvenience. They think challenge comes from wasting the player's time - adding friction, adding travel, adding punishing downtime - rather than from creating dynamic, cooperative gameplay that requires communication and coordination.

You're right that you can recreate the EQ "feel" in completely different genres - I’ve felt it in games like EVE too. But it’s not just about harsh death penalties or dangerous mobs. It's about the way the systems reward collaboration and foster interdependence. You can get that without artificially slowing everything down to a crawl.

So sure, let devs “show you who they are” - but don’t pretend like this stuff is solved or that the only options are either tedium fetishists or design-by-poll degeneracy. There's a better path, and it doesn't require pretending the flaws of the past were secretly genius all along.
 
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Quaid

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I agree with Sloan, certain aspects that Player A finds tedious creates economic opportunity for Player B and can be fun for that player. As much as Quaid disrespects "fantasy DoorDash," I think there could be a niche of players who legitimately enjoy that kind of thing. The trick is implementing it to an appropriate scale.

Man… i do like you… but I’m getting pretty sick and fucking tired of explaining myself here.

EVERYONE KNOWS there will be players that will enjoy arbitrage, or camping outside dungeons selling fucking arrows, or who the hell knows what else. This is not some revolutionary idea. The question is, by putting in systems that encourage this behaviour, are you alienating more players within your target market than you are engaging?

If for every player LARPing a merchant outside Befallen you alienate 4 classic EQ players because you only gave them one backpack slot, you have fucked up.

Is the bite worth the chew?

Is the juice worth the squeeze?
 
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Sloan

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Man… i do like you… but I’m getting pretty sick and fucking tired of explaining myself here.

EVERYONE KNOWS there will be players that will enjoy arbitrage, or camping outside dungeons selling fucking arrows, or who the hell knows what else. This is not some revolutionary idea. The question is, by putting in systems that encourage this behaviour, are you alienating more players within your target market than you are engaging?

If for every player LARPing a merchant outside Befallen you alienate 4 classic EQ players because you only gave them one backpack slot, you have fucked up.

You should write them a letter about how they are going to completely ruin your opinion of what their bottom line should be.
 
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Quaid

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You should write them a letter about how they are going to completely ruin your opinion of what their bottom line should be.

And queue another absolutely idiotic smooth brained strawman misinterpretation of my point.

I don’t give a fuck about their bottom line, despite how utterly desperate they are to push this narrative to discredit their critics. I care about a robust population in a classic MMORPG. As every M&M fanboy already agrees with, it’s other players that are the primary form of content in these games.
 
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Sloan

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And queue another absolutely idiotic smooth brained strawman misinterpretation of my point.

I don’t give a fuck about their bottom line, despite how utterly desperate they are to push this narrative to discredit their critics. I care about a robust population in a classic MMORPG. As every M&M fanboy already agrees with, it’s other players that are the primary form of content in these games.

Beneath what is the surface appearance of degenerate yelling through his keyboard, fist shaking and foot stomping...the real Quaid is doing this because he cares.
 
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Quaid

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Beneath what is the surface appearance of degenerate yelling through his keyboard, fist shaking and foot stomping...the real Quaid is doing this because he cares.

I do care. About my hobby in general. Not about this particular production. This is just the current highest profile attempt at the genre.

It’ll either be good or it’ll suck, just like all those that came before.
 
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Sylas

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Ok ill admit i haven't been following this thread in great detail as like I said, the devs told me who they were and I listened to them, but clearly I've missed some juicy drama y'all at each other's throats lol.

Kirun, I think you misunderstood me since your argument is agreeing with me. My point was Tedium is irrelevant as in, Tedium isn't what made these games good, it was the challenge, Tedium is bad and modern devs are replacing challenge with Tedium.

If I can solo effortlessly for 100 exp per hour or I can group and earn 200 exp per hour grouping doesn't have an exp bonus, soloing has an exp penalty. Adding extra artificial layers or rewards or mechanics to encourage grouping is just unnecessary fluff.

Im not saying you can never allow soloing. Im saying the world needs to be dangerous enough and the penalty for dying needs to be severe enough that soloing is a high risk white knuckle activity and results in most people preferring the safety of grouping, even if the exp/hr is the same.
 

Sloan

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Where I’ll disagree with you completely is on the idea that tedium was irrelevant. No - tedium was a problem. A BIG one. It still is. And I really hate this retroactive mythologizing that treats boring mechanics as some kind of emergent social sandbox. Sitting around for 15 minutes waiting for mana to tick up doesn’t build community. It builds boredom. People talked because they had nothing else to do. That’s not good design - it’s just the absence of design.

This is where a lot of modern "EQ spiritual successors" go wrong. They confuse difficulty with inconvenience. They think challenge comes from wasting the player’s time - adding friction, adding travel, adding punishing downtime - rather than from creating dynamic, cooperative gameplay that requires communication and coordination.

You’re right that you can recreate the EQ "feel" in completely different genres - I’ve felt it in games like EVE too. But it’s not just about harsh death penalties or dangerous mobs. It’s about the way the systems reward collaboration and foster interdependence. You can get that without artificially slowing everything down to a crawl.

So sure, let devs “show you who they are” - but don’t pretend like this stuff is solved or that the only options are either tedium fetishists or design-by-poll degeneracy. There’s a better path, and it doesn’t require pretending the flaws of the past were secretly genius all along.
You mentioned no fast travel or "punishing downtime". Aside from the fact that groups in EQ (and MnM) actually really dont really have much downtime at all - its more of a thing when you are soloing, or camping named mobs and not worried about exping - I actually agree with where you are coming from IF the problem to be solved is fully the one you are solving for.

I think it is absolutely absurd to force downtime because its thought that making people have downtime will contribute to people talking and building community. I view this as attributing a desired outcome to the wrong cause, and it reminds me of 'mandatory fun' days in the military. But what if a reason that this downtime is looked back upon fondly has nothing to do with this for most people, and is instead because it allows for a pace of gameplay that is more conducive to how some people like to game?

For me I could care less about socializing with people - i like the slower pace in a social MMO and like the faster pace in more quick battleground type games / single player games. There is also little I enjoy more than EQ style open world raiding partly because I only have to go full focus for 30-45 minutes a couple times a week when a raid mob spawns and the alarms go off in my house...and the rest of the time I can relax at a exp camp with friends, lvl a twink alt, maybe play a more mechanically skill based game that i can /q out of or pause if something important in EQ happens. Contrast this with WoW where you are always on the move and your undivided attention is usually required if you want to do anything. I understand that my style of game isnt like a standard - probably far from it. But if you consider my reason for liking one over the other valid, then I think you have to admit its much more complicated than simply going after the people who do not know how to abstract properly and attempt to find a simple general cause for a more complicated outcome.

I actually think WoW is and was much more sweaty and degenerate than EQ was, because it requires much more of your attention at most points in time. EQ was small bursts of struggle with real people (camps, dps races, raid mob mobilization, trains), WoW was long duration struggle against game mechanics and design (granted, you could plan time slots for this and in EQ you really couldnt - some servers could with rotations but the mobs on rotations were usually an expansion behind). And while not THAT mechanically challenging - classic WoW raids that is im not speaking of current mythic raids - it was FAR more than EQ which had like no mechanical difficulty at all. I find it curious though that it seems like you are only considering 'difficult' to mean game mechanics and/or APM .EQ was FAR more difficult than WoW because you competed for your shit against actual people - your best plots and plans against theirs, much more interesting and difficult than a static raid mob you can learn that will stay that way forever. Sometimes you made friends out of this conflictual environment because working together was more fruitful or being kind paid dividends in the long run...
 
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Kirun

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If I can solo effortlessly for 100 exp per hour or I can group and earn 200 exp per hour grouping doesn't have an exp bonus, soloing has an exp penalty. Adding extra artificial layers or rewards or mechanics to encourage grouping is just unnecessary fluff.

Im not saying you can never allow soloing. Im saying the world needs to be dangerous enough and the penalty for dying needs to be severe enough that soloing is a high risk white knuckle activity and results in most people preferring the safety of grouping, even if the exp/hr is the same.
I get where you’re coming from - you're trying to anchor the behavior around the emotional pressure of risk rather than mathematical optimization. And I agree that a genuinely dangerous world, paired with meaningful death penalties, can nudge players toward cooperation. But I think you're underestimating how people actually respond to systems in practice - especially over the long term.

Framing matters. Saying "grouping gets you more" versus "soloing gives you less" might seem like a semantic trick, but for most players it's not. The difference between feeling rewarded for grouping and feeling punished for playing alone is real, and it shapes engagement. Players will tolerate danger. They will even embrace risk. What they won't stick around for is a game that makes them feel like they're getting their time disrespected unless they play it the "right" way.

Also, calling grouping incentives "unnecessary fluff" assumes that danger and death penalties alone are enough to reliably guide behavior. They're not. You can absolutely build a system where dying is punishing and the world is threatening - and still see players brute-force their way through solo content because it feels more efficient, more convenient, or just less socially taxing. In those cases, lack of incentivization becomes a design gap.

What I'm arguing for isn't artificiality - it's intentionality. Give players reasons to group that feel good, not just "avoid-the-stick" mechanics that feel bad. Layer in real incentives - XP boosts, loot chances, faster pathing to milestones/achievements - and you reinforce community as a net positive, not just a failsafe against punishment.

I'm not advocating that soloing should be easy or even equally viable - but I do think the experience should feel "different", not lesser, per se. Dangerous soloing as a thrilling personal challenge? Great. Slower XP, higher downtime, sure. But if the only reason people group is to avoid getting slapped around by the world, you're not building a community - you're building a hostage situation.

When the only reason players group is because soloing is risky, frustrating, or flat-out miserable, you're not creating a social game, you're just cornering players into submission. It doesn't build a healthy community so much as a reluctant one. People aren't cooperating because it's "rewarding", necessarily, they’re doing it because the alternative feels like banging their head against a wall.

That kind of design tends to produce burnout rather than bonds. Players remember the pain of the system, not the joy of overcoming it. And once they hit a plateau or fail a few times - maybe due to bad group dynamics or just a rough patch in difficulty - the most common response isn't perseverance or deeper social investment. It's quitting.

And here's the kicker: "punishment-first" systems often backfire as soon as players figure out how to work around them. You end up with degenerate metas, overpowered builds, guide-following min-max culture, or solo cheese tactics - not because people are trying to break the game, but because they're trying to avoid the parts that feel needlessly punishing. That's not emergent gameplay - it's a design failure wearing the mask of “hardcore.” Sound familiar to the "modern" gaming landscape? It should.

I'm not saying you can’t have risk. I love risk. But risk alone doesn't create community. Positive reinforcement does. The systems that actually foster long-term social cohesion are the ones that reward people for being interdependent - not just punish them for trying to go it alone.

It's a subtle difference, but it matters. You can get players to the same destination - frequent grouping, shared effort, and tight-knit bonds by giving them reasons to want to group, not just reasons to fear being solo.

Because at the end of the day, fear gets people through the door - but reward is what keeps them inside.
 
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Kriptini

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If for every player LARPing a merchant outside Befallen you alienate 4 classic EQ players because you only gave them one backpack slot, you have fucked up.

On an artistic level, I'm interested in it. My ideal for an MMORPG is a truly immersive world with an economy that moves based on the actions (or inactions) of its players. M&M has some features (like vendor inventory being dependent on what players sell to them) that really appeal to my ideal.

On a monetary success level... I guess it remains to be seen. I think there are ways you can implement these systems that give the jobless poopsockers some unique, niche roles without making life too inconvenient for the normies who only have a few hours a week to play, and I think it can make the play experience better for everyone. In a game where the journey is the entirety of the fun and activites at endgame are limited, it makes sense to me to create systems that facilitate interesting emergent social gameplay during that journey.

I'm not advocating that soloing should be easy or even equally viable - but I do think the experience should feel "different", not lesser, per se. Dangerous soloing as a thrilling personal challenge? Great. Slower XP, higher downtime, sure. But if the only reason people group is to avoid getting slapped around by the world, you're not building a community - you're building a hostage situation.

I feel like M&M already does have some of this via crafting. My own experience during the most recent playtest is that I had about 4x the availability to play as the rest of my static group. I spent some solo time grouping with randoms, but a lot of it I spent gathering and crafting. One of the first things I did was buy a lumberjack axe and stockpile on wood so I could make campfires when my group mates logged on. Then I expanded that to weapons, armor, and jewelry. Maybe I'll do potions in the next test, too. Creating all of these provisions for my group mates with soloing time is fulfilling for me, and it enhances our experience as a group when they log on. I'd like to see this "provisioning" style of solo play expanded more with additional crafted consumables that can provide buffs like increased mana regen or accuracy.
 
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Kirun

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I feel like M&M already does have some of this via crafting. My own experience during the most recent playtest is that I had about 4x the availability to play as the rest of my static group. I spent some solo time grouping with randoms, but a lot of it I spent gathering and crafting. One of the first things I did was buy a lumberjack axe and stockpile on wood so I could make campfires when my group mates logged on. Then I expanded that to weapons, armor, and jewelry. Maybe I'll do potions in the next test, too. Creating all of these provisions for my group mates with soloing time is fulfilling for me, and it enhances our experience as a group when they log on. I'd like to see this "provisioning" style of solo play expanded more with additional crafted consumables that can provide buffs like increased mana regen or accuracy.
I'm glad that your experience with crafting was fulfilling and contributed meaningfully to your group, that's great. But I think it's a mistake to conflate that kind of provisioning with meaningful solo gameplay. What you're describing isn't really solo play, it's solo prep. It's support work for group content, not a viable parallel gameplay loop.

Crafting, gathering, and preparing consumables are valuable roles, but they don't address the core tension in most MMORPGs: the friction between solo and group progression. If anything, crafting systems like this tend to reinforce the idea that the real game - the actual content where danger, coordination, and challenge exist usually still begins and ends with grouping. Crafting just becomes a side hustle you do when no one's online.

I also think there's a danger in leaning too hard into this provisioning fantasy. When solo time is mostly spent gathering mats, clicking progress bars, and watching cooldowns tick down, that's not engaging gameplay, it's ritualized busywork. You're not solving the solo problem; you're masking it under a veneer of productivity. It can feel fulfilling, sure, but only in the way that organizing your inventory feels fulfilling. It's satisfying, but it's not really content.

If we're talking about crafting as a meaningful gameplay loop, then it needs to carry weight on its own terms, not just as a supplement to group progression. That means risk, strategy, meaningful decision-making, maybe even social dynamics tied to the economy or resource control. Otherwise, it becomes the MMO equivalent of doing chores while you wait for your friends to log on. Albion Online, Star Wars Galaxies, and EQ2 all tried versions of these to some success.

More importantly, using crafting to justify solo time shouldn't come at the cost of weakening the group gameplay loop. The moment provisioning becomes too good, if crafted buffs become mandatory, or solo crafters outpace combat-focused group players in progression, you start eroding the cooperative fabric of the game. And then we're right back to square one: solo players progressing efficiently while group players wonder why they bother dealing with coordination at all.

Crafting should support the group game, sure. But it shouldn't be treated as the answer to solo content or, worse, a justification for making grouping optional. Because the moment you start designing for that, designing so solo players can "contribute" from the sidelines, you're not building a social MMO anymore. You're building a multiplayer game with single-player features duct-taped to the side.
 

Quaid

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If anything, crafting systems like this tend to reinforce the idea that the real game - the actual content where danger, coordination, and challenge exist usually still begins and ends with grouping.

Such a great point. Quadding Dwarf guards was more dangerous/exciting than 90% of the dungeon groups I was ever in. The WoW Priest Benediction and the Hunter Rhok'Delar quests were such satisfying and challenging solo content that I look back on really fondly.

These games have several issues, but the last group/raid focused modern MMORPGS (Throne & Liberty and New World) crashed incredibly hard, while games with parallel solo-friendly gameplay options have thriving communities.
 
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Kriptini

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T&L didn't crash because of a lack of solo content. It crashed because the devs are absolute retards who don't test their patches before deploying. Every patch since the expansion introduced numerous bugs and exploits.

They actually have weekly "solo dungeons" now that drop BiS gear. But the game is such a dysfunctional mess that nobody wants to play it.

Additionally, I wouldn't consider a game with tons of solo content to have a "thriving community," because solo gameplay is the opposite of "community." Something like 90% of FFXIV is solo questing. That's not an MMORPG, that's a single player game with a chat box.
 

Quaid

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T&L didn't crash because of a lack of solo content. It crashed because the devs are absolute retards who don't test their patches before deploying. Every patch since the expansion introduced numerous bugs and exploits.

They actually have weekly "solo dungeons" now that drop BiS gear. But the game is such a dysfunctional mess that nobody wants to play it.

Additionally, I wouldn't consider a game with tons of solo content to have a "thriving community," because solo gameplay is the opposite of "community." Something like 90% of FFXIV is solo questing. That's not an MMORPG, that's a single player game with a chat box.

Overabundance of group content without effective ways to actually group was absolutely a primary concern early on, and significantly contributed to population decline.

Agree to disagree that solo players aren’t part of gaming communities. I solo st least 60% of my playtime whenever i play EQ or WOW, but I’m very active in guild and offline chat channels. Frequently raid and help guildies etc. A solo player doesn’t necessarily solo all the time.

Every successful MMO of the last 20 years has been solo friendly. Solo players help keep game populations and economies robust. Ignoring them is a huge mistake.
 
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