Kirun
Buzzfeed Editor
One of the fundamental design problems that MMO developers still haven't fully solved is how to intelligently incentivize group play without making solo play feel like a punishment. Group content should offer clearly superior rewards - whether that's in the form of experience gain, loot, story progression, or world impact - but solo progression still needs to be "viable", even if it's slower or more limited in scope.Because I dont want to be at the mercy of others when it comes to playing and progressing in a mmo. I do group stuff when warranted, like dungeons and shit, but I prefer to play at my pace, whenever I want and what class is want so Im not at the mercy of shit like FOTM or just logging on for a hour or two and spending 1/2 that time getting in a group and setting up. There is plenty of mutiplayer to do with others, but why should I be at the mercy of others just to progress? Its dumb.
The issue that's plagued the genre - particularly post-WoW - is that most MMOs end up defaulting to extremes. On one end of the spectrum, you have games where solo play is just as efficient, if not more so, than grouping. In these cases, there's little reason to seek out others unless you're tackling high-end raid content, which often arrives well after a player has already established their core habits and routines. The result? Players don't form meaningful social bonds because they don't need to, and MMOs lose a key element of what once made them feel alive and community-driven.
On the other end, you have MMOs that make you almost entirely dependent on grouping for every inch of progress. This creates its own host of issues: long queue times/group wait lists, frustration when groups fail, burnout from always having to coordinate schedules, and completely alienating players who simply prefer a more self-paced or flexible playstyle.
The persistent failure to strike a balance between rewarding cooperation and respecting autonomy is one of the reasons why the genre has struggled to evolve meaningfully in the last two decades. What we need is a system where group play feels naturally rewarding, not artificially enforced. Let solo players take their time and grind out their goals, but give groups clear, tangible advantages: faster progression, access to exclusive mechanics, loot, or emergent gameplay that simply doesn't exist in a solo context.
Until designers move beyond this binary “solo vs. group” framework and start building systems that encourage fluid cooperation without punishing independence, MMOs will keep repeating the same shallow loop, just dressed up in different aesthetics and monetization models.
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