Originally Posted by Kerus Tel Veren
Really, the next big jump for GW (and mmos in general really) isn't adding Heroes so you can skirt the issue entirely by playing online solitaire, it's adding the tools in-game to match compatible players in a group - and by compatible, I'm not talking about character class :P Think internet dating for online gaming nerds instead of a lfg window.
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Nightfall (Guild Wars) is now mostly a game where solitary individuals play the game with their hero/hench entourage and can easily play without so much as speaking with another human being. This is not community.
My guess is that many, many of the people running from merchant to merchant, portal to portal, within towns in Guild Wars would prefer to play missions and explore the game with a "friend" or two.
But they don't even bother with it because of the fear/perception that they'll end up teaming up with someone who's above/below their experience level or is too immature/serious.
So, many go through the game alone.
It sounds like I'm talking about real life... and I am, because the social aspect of an online game is in many ways "real life".
Someone who is 10-14 years old is at a different social maturity level than someone who is 30+. Someone who wants to "farm" is looking for a different experience than someone who is preparing for competitive PvP, or someone who wants a deep role-playing experience. Some people want to play with strangers, some people want to play with a single close friend, some people simply want to be left alone.
None of these approaches to Guild Wars, or to life, are wrong. All are valid, and all provide a measure of fun to the player appropriate to their style of play.
For people who want to play with other human beings, the problem is that it's very hard to find "partners".
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When the "Guild Wars community" is spoken of, it's spoken of as the whole monolithic collection of every player that plays Guild Wars.
This is where the mistake is made. Is the United States a like-minded community? In light of recent elections, of course not. The only real commonality is that we all "play" in the same country.
I think attention should be focused on creating in-game mechanisms to enable people to find, establish, foster, and support their "community" within the Guild Wars universe.
There is an attempt at supporting player-managed communities in the form of "guilds". However, there's no in-game mechanism for finding the right guild for you, advertising guilds, finding friends, etc. The chat channel is simply not enough, and it tends to be a blur of immature nonsense.
An auction house isn't going to fix it. A universal trading post is neat, but doesn't foster community any more than eBay does.
Being able to vote kick isn't going to fix it. That would just be a mechanism to address a symptom, but would likely worsen the problem.
"Aw, crap. We let you in because you were a Monk, but you suck. <Kick>"
In this case, you can't really fault the group for being jerks, nor the monk player for being a n00b. It was simply a bad match-up. The player styles are of a different community mindset.
The players looking for an experienced monk need the ability to find (and join) like-minded experienced players at the same maturity level. The inexperienced players need to find safe haven with other players at the same maturity level learning the ropes.
So, though it might sound funny to say that a game needs a "dating service". I think the quoted poster above is onto something. Guild Wars needs more than a "LFG" window so you can find a monk. It needs a way to bring like-minded players together to form meaningful communities so that people of different maturity, mentality, and motivation can enjoy the game... in their own ways... to the fullest.