Why we solo
Lauren of the Mystic Worlds Blog has a new post up called "Why we Solo in MMOs," offering her perspective on why, over many years and many MMOs, she has always tended to ignore the grouping game and instead go it alone. While I'm not against grouping at all -- I was very active in the 40 man raid game, and tend to run Heroics around once a week and Karazhans around 1.5 times a week across my 3 70s -- I've always felt that the solo game has a valid spot in MMORPGs, and I've often indulged in it myself. In fact, I'd bet that most WoW players do so on a regular basis these days, whether leveling up or doing their dailies.
She rattles off the usual list of reasons for going solo -- having a weird schedule, needing to take frequent "real life" breaks, not having enough time to go LFG for a dungeon, unwillingness to deal with the infamous horrible PuG group -- then takes it a step further. She believes that many people use these types of statements as excuses or defense against people who can't understand why they wish to solo in a multiplayer game, or actively flame them for it, and that the real reasons are a lot less complicated.
She says that for her part, while she uses all those excuses, and believes that they are valid, she'd probably still play mostly solo in a perfect world where you could get a group of competent puggers right away to do any content.
She hearkens back to her days as a child with an active imagination, when she would often play alone by choice, turning the world around her into magical castles and horse-drawn carriages, turning blankets and old hand-me-down clothes into royal robes. In many cases, she says, she believes that she and many other soloers are acting out that same imaginative play, not only making up their own stories in their heads, but working at their own rhythm, playing and questing and gathering and pvping as they wish to, without having to worry about the wants and needs or social graces or lack thereof of other group members.
So why don't soloers just play single player RPGs? Because MMOs, even for soloers, allow change and growth that makes static RPGs seem a bit bland. Even if you don't choose to group with other players, you can still interact with them or watch them interact in town and in the field, and it means that no two days are ever quite the same. By the same token, constant patches and content additions means that the world itself is never static and always changing. Thus, even if you prefer not to group with players, being able to interact with them and the world that changes around you means that you still want to participate in a changing world, a world that would not truly be replicable in a single player RPG.
Certainly, as I said, I enjoy having the ability to solo, even if I still group quite a bit, so I'm quite in solidarity here. In over a Decade of playing MMORPGs of various shapes and sizes, I've always tended to gravitate toward the Hybrid and versatile type classes probably in large part because I could be mostly self sufficient, allowing me solo when I wanted to (even if, in earlier games such as Everquest, that meant 5 minutes of downtime between each kill).
In that vein, seeing more and more MMOs these days welcome and embrace the solo player is gratifying for me. Being able to group when I want, and solo when I want, or be able to accomplish something meaningful while soloing, is certainly something that draws me to a game, and WoW keeps delivering on this. 2.4 is perhaps the pinnacle of this idea: I can raid with 24 of my friends or group with 4 of my friends and tackle content that gives great loot rewards, or I can solo dailies and gain a good chunk of gold, reputation, and even a chance at a Badge of Justice or two.
In large part, I agree with her reasons, too. I was the type of child who played alone and built castles out of Legos and couch cushions, and to a large part, I do extend that into my MMO play. All my characters gain backstories, and even if I sometimes have to stray from their RP background in order to finish a quest, I still look at my playtime in terms of how my character is feeling and reacting to what is around him or her. In addition, being able to decide that I don't really want to do dailies today and I'd rather head out to Nagrand and mine for Adamantite gives me a freedom that's really appreciated on some days.
This is, I believe, a very thought provoking and unique manifesto on why people solo in MMOs that brings up some points on the whole idea that make it a good read for any player, including those who don't really understand why one would actually prefer to solo in these games. It's definitely worth a read.
Filed under: Analysis / Opinion, Virtual selves, PvP, Quests, Leveling, RP, Making money, Alts






Reader Comments (Page 1 of 3)
JPN Apr 18th 2008 11:07AM
This perfectly describes me - I like having all the people around and I like the content, but...just don't want to commit.
bob_gainey Apr 18th 2008 4:36PM
Dido
Phern Apr 19th 2008 1:44PM
Ditto, although I like Dido, too, she's pretty. :)
Hooper Apr 18th 2008 11:09AM
WTB Solo "dungeons" pst.
-Hooper
Cap Apr 18th 2008 11:53AM
QFT. I want each class to have its own mini-dungeon that forces you to use/learn all of your skills--even the oft-unused ones. Inside are new spellbooks, class-specific gear, and "branches" of that dungeon that off-shoot once you reach certain milestones or levels.
Blake Apr 18th 2008 12:01PM
Sounds like a great idea in theory, but just trying to balance a "solo" dungeon for any character class seems to be a bit daunting. How do you balance it so a squishy mage can crowd control and burn mobs while a tankadin can't CC and needs to tank try to DPS?
If they could find a way to balance it, I'd love to play in them. I really do agree with the whole article. At times I enjoy grouping in 25 mans, but I also enjoy my time alone and hate getting pestered to help with dungeons that I have no interest in. So much so I'll usually just make up a reason I have to leave soon and go play an alt that no one in guild knows about :)
Zarzuur Apr 18th 2008 12:28PM
They should bring back instead the cool soloable class-quests that gave you a unique flavour of your class and added to the character of Azeroth.
Worcester Apr 18th 2008 12:35PM
I like the idea of a solo dungeon, especially one that forces you to use unique abilities and problem solving. As far as balance goes, I think the dungeon would be different for each class. Like "the Cave" from Empire Strikes Back, it could be a proving ground, or even an instance that changes depending on your level.
The idea of having to play with others actually kept me out of WoW for years. When I did finally give it a try, I rolled a Priest. What was I thinking?!
Now, of course, I'm a happy Rogue.
Frostybolts Apr 18th 2008 12:53PM
Just go do a level 60 dungeon like Stratholme
You'll have to be damn good at your class to solo one of those places
If it's too hard, scale back to something a little lower level like scholo or even the sunken temple, and then work your way up
Lori Apr 18th 2008 1:03PM
@ Blake
Semi controllable NPC mercenaries to take along in the "solo" dunungeons would solve that problem. Probably two, so each class could bring along one of each of the other types.
Those dungeons would also allow us to learn to play or characters in groups before actually grouping with other real players. And if people did this, maybe there would be fewer bad PUGs.
lehtinen Apr 18th 2008 1:28PM
Solo dungeons would be great. Age of Conan starts off in a solo instance so you can get to know the gameplay and such without having to mess with others stealing your wolf kills and so forth. You are basically alone until you reach "Goldshire" if you will. At that point you walk through a gate and are in the main area with others at abotu level 5.
I think this is a great idea.
rick gregory Apr 18th 2008 2:17PM
And that's where I think you soloers lose the rest of us - the desire to have everything in the game available to you soloing.
I get the desire to solo and I'm not one of those 'go play another game' people. It's perfectly fine to say 'for my own reasons I want to solo in a MMO' but to demand that the game be altered to fit your desire to solo seems self-centered. Much of the content is soloable. Heck, MOST of it is. You can make or buy some very good crafted gear so you're not even at much of a disadvantage there. But if you want to see some things you need to group up. If you refuse to do that it's YOUR choice and you need to deal with the consequences of that choice.
Ultimately this is a multiplayer game that makes a lot of concessions to the soloer, not a solo game where people can group up.
tpbutch Apr 18th 2008 11:11AM
"she has always tended to ignore the solo game and instead go it alone" I'm assuming you meant ignore the grouping aspect.
gundamxzero Apr 18th 2008 1:00PM
lol I noticed the same thing.
robotrock Apr 18th 2008 11:14AM
I loathe pugging dungeons and I don't have many friends who play (the few who do play can't level a single character past 58 without having to reroll).
I will do it on occasion if I NEED rep or gear, but I generally stick to BGs.
matt Apr 18th 2008 12:15PM
Is it just me or has the quality of the average PUG dropped considerably since I started playing 2 years ago. I rolled a new toon for the first time in a while last week and I've had a hell of a time doing low level dungeons because people either don't know how to play their class or don't now how to participate in a group properly.
Back when I started playing it seemed my PUGs were always at least somewhat organized and everyone knew their place in the group. I enjoy running instances for the sake of running them. It's a little disappointing to me when I have to resort to a guildmate running me through with one of their 70s. Sure I get my loot and quests quicker, but it takes all the fun out of it.
robotrock Apr 18th 2008 12:18PM
Uh last time I ran SL we had a Pally who repeatedly kept asking how he should tank. I wasn't sure if he was just being a dick or he bought his toon or what.
Chris Anthony Apr 18th 2008 7:40PM
Or he'd leveled Ret or Holy and only just switched to Prot because people kept insisting that "PALYS R TANKS NOOB", or he'd been out of the game for a while and was having trouble getting back into his groove, or he was new to the instance and wasn't sure how to handle the pulls...
You'll do a lot better PUGging if you remember that there are real, live people on the other end of those characters, instead of easily-dismissed caricatures.
robotrock Apr 18th 2008 8:07PM
It's fine if you don't know how to tank...but don't start pulling 5+ mobs at a time and continue doing it after being told it isn't a good idea...especially when healers are still drinking :)
Jarviswabi Apr 18th 2008 11:15AM
WoW is my first MMO, and it took me a while to get into the swing of grouping, but now after a year plus, I like having the option of soloing when I feel like it. I don't do well on other people's timetables--if I want to level, I don't want to screw around. But it's fun to group too, as long as the people you end up with aren't total asshats. Being in a good guild makes all the difference in the world. You have a group of people you like and can accomplish goals with, and you don't have to interact with the idiots in the Trade Channel.