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Old Republic dev discusses massively multiplayer loners

GDC Austin 2009: Not everyone who plays MMO games plays well with others; BioWare designer Damion Schubert explains why developers need to cater to solo players as well.

Who Was There: Damion Schubert, BioWare's lead systems designer on the upcoming massively multiplayer online game Star Wars The Old Republic.

What They Talked About: Schubert's talk, titled "The Loner," looked at the various reasons players would want to play alone in massively multiplayer online role-playing games. Schubert said it's a question that has been asked increasingly in the MMO community of late, with the conventional wisdom being that MMORPGs were only for those willing to group with others.

Schubert said the philosophy was so ingrained that when he worked on Shadowbane, players who reached level 25 would have a big gray shield appear over their heads that told everyone else in the world, "Yes, please come and kill me. I have no friends that will come to my aid." That has shifted in the last five years, Schubert said, pointing to World of Warcraft and Free Realms as two games that have fostered solo play in the MMO field.

There are still multiplayer evangelists, Schubert said, who look at those who want to play alone as weird scary types, "like serial killers or that No Country for Old Men guy." Instead, he said developers should look at the solo players as using a more compelling archetype, like the Lone Ranger, at which point someone in the audience pointed out that the Lone Ranger had Tonto.

"Shut the hell up," Schubert good-naturedly retorted.

Schubert stressed that there is still a magic to massively multiplayer experiences, and all MMO games need them at some point since it's the genre's differentiating quality. Also, without that multiplayer feature, MMO games are competing on an unlevel playing field against traditional single-player games. MMO designers can work on combat, but they'll never match the God of Wars or Batman: Arkham Asylums of the world, Schubert said.

That said, Schubert specified that it is "unacceptable" to make an MMO game today that doesn't have a "significant chunk of gameplay" accessible to the solo player. He didn't suggest that everything be accessible to those playing alone, just that there needs to be something for all the different types of solitary gamers.

One type of loner Schubert talked about is "the new kid in town." Those players are a blank slate, he said, with no connections, no friends in the game, no clue. There's a unique social pressure to getting up to speed in any game Schubert said, and it's something a lot of people don't want to do with an audience there to mock them for every misstep. People instead need to be acclimated to the gameworld, he said.

He also talked about "the Hollow Earth problem," where the later in a game's life span you start it, the more likely you are to enter a long-since-abandoned area intended for lower-level players. In such places, it's easy for a solo player to get stuck when quests expect a number of lower-level players to team up to take on more-powerful enemies.

Schubert drew a parallel to casinos, describing them as a massively multiplayer environment where 70 percent of the revenue comes from the single-player options, like slot machines. And even in that single-player environment, Schubert said casinos have been designed to feel smaller and more social, a lesson MMO games should take to heart.

Then there are the sociopaths, people who don't understand or care about the social conventions of the space. Schubert said all new players start as sociopaths, and designers need to take them into account and bring them up to speed. For those who understand the conventions but don't care, Schubert said developers need to address them, whether it's by changing their behavior or simply removing them from the game.

Schubert said there were elements of roadway traffic that are parallels to MMORPGs, specifically in the way everyone else is depersonalized. Traffic engineers have found that drivers are less likely to cut people off if they make eye contact with them. Reducing anonymity like that makes it harder for people to treat each other with disrespect.

Some players want to play alone just because they can't group with others. People on a strict timetable, playing at unusual hours, or on a business computer may want to group but can't for practical reasons. It's important for those kinds of players to progress in hour or half-hour chunks of playtime where they can squeeze it in, Schubert said.

The introverted crowd is also huge for MMO games, Schubert said. The majority of adult gamers are introverts, he said, and forcing them to group is something they could find uncomfortable. The way around that is to put some sort of pressure on extroverts to make first contact or to allow introverts to advertise passively, such as posting their stats online and saying they're available rather than having to seek out groups and pitch themselves to them.

Another group of solo players that Shadowbane had a problem with were adrift gamers, those whose guilds had disintegrated or who are alone unwillingly. They want to be part of a guild, raid group, corporation, or whatever, but they're in a sort of limbo and in danger of abandoning the game entirely. Schubert said the answer is better tools to help people find the right group for them and to consider allowing multiple affiliations. Regardless of how designers address the issue, Schubert said they need to give players things to do while they are between groups.

Designers also need to take into account the casual people on the fence, those who want to be "part of the club" but are afraid they don't have the chops. Schubert said people want to be the key role in a big team effort but are terrified of being the weak link (the Bill Buckner of the raid, as he put it). To address that issue, Schubert said developers can ensure that casual players can compete with and get into the same recruiting pool as the hardcore players. The gap between the best of the best players and the casual ones should be "not nothing, but reasonable," Schubert said. Newbie-accessible roles (like cannon fodder, basically) that still provide value for the team are another way around the problem, he said.

Vacationers are another group Schubert said need to be considered with solo play. Sometimes gamers who are part of guilds and other groups want to explore the same gameworld, but on their own with a different character. Schubert cited studies that show the ideal commute to work to be about 20 minutes. For a number of people, that time alone in the car is the only time they get to be alone, to unwind between the pressures of home and the pressures of work.

There are also a number of commitment-phobic gamers who could benefit from solo play, people who don't want to make a long-term commitment or get sucked into guild drama. The emphasis some MMO games have on using voice chat is another barrier for the commitment-phobic.

Finally, Schubert said some people just want to be alone, and developers need to respect that. He brought up Habbo Hotel, a purely social massively multiplayer online environment, and mentioned that the developers classify a full 19 percent of users in that environment as loners.

Quote: "The irony of being alone in an MMO is inescapable. Being a loner is OK, but feeling lonely is not."--Schubert, on why even solo players care about a well-populated world.

Takeaway: People play massively multiplayer online games on their own for a slew of reasons. Developers can't cater exclusively to those people, but they should take them into consideration more. Forcing players to group is akin to a corner bar forcing people to watch sports, play trivia games, speed-date, or whatever other activities it offers, Schubert said. It's great if developers can get players to take part in those activities, but it can take time to convince them, and they need to be kept flying solo in the meantime.

214 Comments

  • flip_flop_

    Posted Oct 22, 2009 4:42 pm PT

    I know I often feel out of my depth learning a new game and I hate bothering people too much. Just getting a handle of terms in a new game is bad enough, more so being laughed at for not know what some string of letters mean or what a butchered English sentence is.

  • dg3215

    Posted Oct 11, 2009 4:14 pm PT

    @sKaREO

    no it is because some mmo games are great but players dont wanna deal with people such as yourself..

  • TLM16

    Posted Sep 27, 2009 10:11 am PT

    Jeggen wins the award for best comment of the year.

  • ReysonBH

    Posted Sep 23, 2009 7:21 pm PT

    This makes me very happy! It is frustrating when you can't get a good group together in an MMO to progress...

    Bounty hunters should fly solo anyways

  • bob_oso

    Posted Sep 23, 2009 5:25 pm PT

    @ elwapo2004

    While you were correct on the fact that both solo and group players are paying customers, the fact still remains that you are a customer by choice. You can't reasonably expect an entire genre to redefine itself because people want to have their cake and eat it too. I myself am a solo player more often than not and would never expect to experience the same content that a larger and more powerful group could. The entire basis of RPGs is character progression or to water that down even more, to make your character stronger(in mmo's this includes alliances, guilds and companions). Allowing everyone access to all content, regardless of their strength, completely obliterates the whole reason for playing an rpg.

    The genre is already branching into niche markets that will include virtual worlds based on exploration, puzzles, or pure socializing. I guess, the point being, not all games are for everyone. I'd never expect Eve Online to add a sports car racing component to their game, just because I'm not that big on spaceships. I accept that it's just not the game for me.

  • TrueIori

    Posted Sep 23, 2009 5:14 pm PT

    @ Rottenwood Dude stfu already , solo play should not be a rare experience in an MMO it should be part of the experience. People like to do stuff alone sometimes not wanting five other idiots dragging them down. I am not saying that everyone should be able to solo everything an MMO but at least a good amount so they can feel they accomplish something.

    Just because people like to solo things does not make them casual or noobish, it just they don't want to deal with 5 more nerds who can't grasp the concept that the "Raid or Die" mentally is long gone.

  • MattyVonP

    Posted Sep 23, 2009 3:31 pm PT

    hmm, maybe I will buy this game after all.

  • mmidnigh

    Posted Sep 23, 2009 2:38 pm PT

    Finally an MMO that caters to those who don't want to play with others, but who want to enjoy the game nonetheless. Maybe this will show that it doesn't require a solo campaign to satisfy solo gamers.

  • brazenwight

    Posted Sep 23, 2009 8:04 am PT

    MMO's seem very archetype dependant in general. I am mostly a solo player but I enjoy teaming up with people when there is an advantage, not when I *have* to. Having less archetypes with more (viable) customizability would be better for the casual gamer and even the power gamer who's role is currently obsolete or unwanted. And there should always be more conflict. In games that supposedly have an all out war going on its always too hard for a group of people do anything significant. There is something to be said for mindless, drunken questing (WoW), but you can have an area for that too.

    Guild Wars has the best system to date in my opinion, but it doesn't do much for the RPG side of the game. Even so, its the funnest game I've ever played.

  • Rottenwood posted Sep 23, 2009 8:01 am PT (does not meet display criteria. sign in to show)

    Rottenwood

    Posted Sep 23, 2009 8:01 am PT (hide)

    While catering to your audience is generally a good idea, I'm not 100% certain in this case. Solo play should be a rare occurrence in an MMORPG; side activities like item-smithing, for example.

    Encouraging 'loner' play eventually damages the player community, which is one of the main reasons I left WOW. Everyone expects everything to be 'soloable' for their own convenience, making content too simplistic and creating a player base that hasn't properly learned how to function in a dungeon or group-quest setting. Players get locked into a style of play that's optimal for running around the map and killing everything single-handedly, and then are completely out to sea when they finally decide to run a dungeon because they want a drop.

    The gaming world has 10,000 solo RPGs. The niche is more than filled.

  • mgs16925

    Posted Sep 22, 2009 9:47 pm PT

    Isn't tailoring the missions you get based on earlier actions, along with the story-based game play they keep insisting they can actually do, a bit counter-productive to encouraging players to embrace the social aspects? There's a reason MMOs generally have little story and story-heavy games tend to be single player. How can a studio that specializes in single-player, story-heavy games not a least acknowledge that? Their biggest challenge will be getting over the fact that those games attract different types of gamer. Age of Conan fell into the exact same trap, we know nothing we do has any lasting impact so we just want to skip past the dialog. The only wa for things to have a real impact would be if story quests could only be completed once per server, which is ludicrous.

    This game seems custom-made to CAUSE a lot of solo play.

  • Melvin418

    Posted Sep 22, 2009 6:43 pm PT

    @ Jeggen

    lol that was good

  • SteveTwo

    Posted Sep 22, 2009 6:17 pm PT

    "The irony of being alone in an MMO is inescapable. Being a loner is OK, but feeling lonely is not."

    GENIUS! I loved playing on a super populated server in WoW but I soloed pretty much my entire WoW playtime. Feeling like I was in a world that was "full" and "dynamic" because real life people are "crazy" was what made it special. Did I group up? No. Did I feel lonely? Nope. Did I feel alone, yep.

    I get enough social drama in real-life, wow is my escape from that.

  • Yokuz1166

    Posted Sep 22, 2009 4:26 pm PT

    I'll tell you what. One of the biggest problems I had with a MMORPG was WoW. Endgame raiding, guild broke up, couldn't find another guild to join. "We don't need your class." "We have enough people to raid." Blah blah blah. So I quit in about a month. What's the point? Only thing to do at the top and now I couldn't do it. I hope this never occurs to anyone, ever. And I hope Bioware makes it so it doesn't.

  • Kirtai

    Posted Sep 22, 2009 11:21 am PT

    I have often thought that the ideal MMO would have an offline component for leveling and learning to play your class. In WOW, you feel like you aren't a real player until you hit whatever the level cap is. Just look at the population of most of the bigger guilds- it is a high percentage of 80's and then a scattered handful of other levels trying to "catch up". It feels like you really should just start out at 80!

  • Bane_v2

    Posted Sep 22, 2009 9:46 am PT

    Thanks for this article. I'm a single player gamer, but this game really has me intrigued and I was wondering how they might handle solo gamers.

    I'll definitely be "a new kid in town" that will eventually want to be "part of the club". I've never played any kind of MMO before and there is definitely an intimidation factor involved in stepping into the MMO realm for the first time.

    It sounds kind of silly I guess, but it's true (for me anyway).

  • Valen_Ca

    Posted Sep 22, 2009 8:48 am PT

    Well MooncalfReviews , if they did that then they couldn't justify charging you rent every month. To be honest though I would love an option like that, the only reason I am even remotely interested in The Old Republic is because I loved the KOTOR games and if I want to continue on those games stories then I have no choice but to shell out the $15 per month for the MMO, at least until someone hacks an offline mode into it.

  • RamNexus

    Posted Sep 21, 2009 10:45 pm PT

    For the last 3 years I have played WoW solo for the most part. I have friends on the server, mostly RL friends, who I talked to and occasionally linked up with. However, recently we formed a guild and began playing regularly together; churning through instances that i had never done playing solo. Solo and group play are two very different (yet equally enjoyable - for me) play styles within the one game

    Sometimes it does feel good knowing that there are real people in your gaming enviornment, even if you're not interacting with them constantly. For me this came into stark focus when i began playing Oblivion. Boy did i feel lonely. With no multiplayer option of any kind part of me was thinking "why am I doing all this if no one will see it?".

  • Jakeamalake

    Posted Sep 21, 2009 6:15 pm PT

    I love MMO's and there are a few out there I would love to play, but they have been around for so long that I am afraid I will run into "the Hollow Earth Problem". This issue is the only thing thats keeping me from getting back into my old time favorit mmo FFXI. It is extreamly anoying right now to try and start a new class for level 1 because you will spend hours waiting for people to level with. Solo play is FF XI's weakest element I hope they fix it when they come out with FF XIV.

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