Been reading lots of stuff this week on WoW’s 2.3 patch, aka the Azerothian Nerf Patch(tm). Seems that much of the discussion that the patch has sparked has erupted into the perennial casual/hardcore and solo/group debates and the accessibility of end game content. To me, most of these issues revolve around cracking the barriers to group play nut. Most MMOs do a great job of putting up barriers between players succesfully limiting a player’s avenues for the fundamental genre-defining experience– collaborative group play.
Experience distribution disparity creates disincentives for players of different levels to group. “Standard” group size is limited. Beyond some number (5 or 6) certain goals are not attainable when grouped (i.e., you can’t complete a group quest as part of a raid) ostensibly not to trivialize the goal. Static encounters (instanced or otherwise) are tuned for a particular size group and often with a particular party makeup.
I can respect that there should be some raid-only experiences. I can also respect that there should effectively be some group-only content. But what really galls me is that most MMOs jam us into optimized content boxes. Your choices:
- play solo in the non-instanced world;
- group with any number of players (each at approximately the same level) up to the group max in the non-instanced world,
- group with the maximum number allowed (again, all at approximately the same level) for instanced group content, or
- group with the maximum number allowed (realistically, all at the level cap) for raid content (mostly instanced) with appropriate party makeup.
Deviate from these modes of play and suffer the penalty: less experience, inability to complete quests, inability to complete encounters, or absolutely trivialized content.
In the open non-instanced world, some of these problems are intractable. Kill stealing, tagging, experience leaching, twinking etc. are not likely to go away and are particularly hard to control for because of the infinite variability of the environment and the players in it.
In instanced encounters however, its a closed universe and the game gods are in control. At the point a group enters an instance, the game gods know whether you have 3 or 10 players in a group and whether they are 4 level 20s with a level 70 or 5 level 15s.
One of the things the 2.3 patch did with old instances was to narrow the level range which is not necessarily a bad thing in context. But instead of requiring 5 people within a relatively narrow range of experience, why not make the instance encounter scalable over a larger range? Maybe 2 or 3 players is the minimum number to start the instance but it could scale up to 10 players as well. Why not dynamically adjust the difficulty of the instance in response to group size? Fewer mobs or more mobs, fewer hit points or more so the mobs are easier/tougher… scalable damage… scalable rewards how hard would this be?
Wouldn’t it be a no brainer to encourage group play if the addition of a sixth random player to a group had no net downside to the group? Same relative experience, same chances at loot, etc.? Likewise, when we lost our 5th in WoW a long time ago, our four remaining members didn’t want to recruit someone who would remain dedicated to staying at level and on track with our group… Carrying on as a foursome would have been entirely viable and, because the difficulty of encounters scale, wouldn’t make the rewards any less meaningful if you did them at a group of 10 or only 3.
Isn’t it time we saw this in a game?