Like all other game genres, MMORPG will also experience an evolutionary life cycle based on the needs of the market at different times. And one of the recent changing trends is the “soloization” in the game. It allows players to play most of the gameplay content on their own without interacting with anyone else. But is this the right way for MMORPG?
A big part of MMORPG is social, and that is what attracts players to online games, to play games with many others. If you remove this feature will make online games just like a single campaign in offline games and have a much worse quality than anything else.
Some games are designed so that players can solo most of the gameplay content, with the option of taking the path of separation from the majority. Guild Wars 2 is a good example in this case, you can train yourself to the max level without having to cooperate with anyone, or you can choose to go PVP or go to the side and hunt the world boss to level up. along with other players.
Such a choice will be an intermediary bridge for the gamers who prefer solo and the players who like the team, creating a sense of “teamwork” even in the class of players who are not interested in it.
As online games increasingly follow the trend of “soloing”, guilds will lose strength and become worthless. For example, TERA has a guild system, but it also has a system that helps players automatically find teams to access content that requires teams.
RIFT is a MMORPG with a focus on the more traditional guild features, players need to form a party in advance to access the sub-map and that job will be much easier if you are a member of a Some clan, but find the random group. In general, parties need a purpose to survive and function effectively. Moreover, it will be a community of close friends who share the same direction to share things with each other.