[quote=“trielav, post:90, topic:39788”]
Define gameplay. We established that you were using the term gameplay incorrectly before, and if that’s still the case, the second bullet point doesn’t hold.
[/quote]In this case, I am using the “correct” definition. And considering that both meanings of gameplay are interrelated, disregarding one is the same as disregarding the other, because it is just as important within both terms.
[quote=“trielav, post:90, topic:39788”]
What? Is this a typo?
[/quote]I have pointed out the reasoning behind this before.
[quote=“trielav, post:90, topic:39788”]
This needs to be qualified by specifying that it’s only when their preferences are in conflict with more important design goals. For example, someone in a thread here said leveling should be removed from the game entirely because he likes League of Legends. That guy should be disregarded.
[/quote]The problem with your example is: a MOBA is far from being a solo-centric game. So it is that one person’s individual opinion that could be disregarded, not because he is a “solo” player, but an individual.
[quote=“trielav, post:90, topic:39788”]
If the solo player is someone on the extreme end, who avoids other players whenever possible, doesn’t join a guild or has a one-player vanity guild, and thinks it’s unfair to ever require a party, how is it that “they do not want to be social” is a misconception?[/quote] It is because you are labeling everyone as being anti-social because they choose to play solo. It’s stereotyping.
[quote=“trielav, post:90, topic:39788”]
If they do play in groups voluntarily sometimes and join a guild, and only sometimes play solo, the game’s social aspect still matters to them,
[/quote]Yes, it is why they would choose to play the MMO genre over another specific genre, no less different from another player’s reason to; because social aspects exist.
[quote=“trielav, post:90, topic:39788”]
it would be a bad idea for developers to forget about it and leave social stuff entirely up to the players.
[/quote]You sound as if social elements should be forced upon the players, which is one of the reasons as to why someone would prefer to play solo. What a MMO also offers as opposed to other genres is the freedom. Whether it would be competitive play, solo play, or multiplayer play, the player has their freedom of choice. Restricting their choices is no different from neglecting an aspect which defines a MMO.
[quote=“trielav, post:90, topic:39788”]
Primarily, not only. Even something as purpose-focused as a screwdriver can be used for many different things.
[/quote]As primarily for social purposes as MMOs are, it matters not if there are no one playing to fulfill the intended purpose. Much like as primarily for removing/adding screws as screwdrivers are, it matters not if there are no screws to fulfill its intended purpose.
[quote=“trielav, post:90, topic:39788”]
The assumption that it does it better, present tense, is entirely yours.
[/quote]Let’s take a look at your wording:
[quote=“trielav, post:63, topic:39788”]
RO proves how powerful social aspects can be even after the game itself is long obsolete.
[/quote]Nowhere in this statement is there an indicative of it being past tense at all, which makes the statement mean: “even after the game is now no longer relevant, when it is compared with the games today, it still remains to display a powerful social aspect.” Meaning, the game still does it better than current MMOs.
The proper way for you to had worded it would’ve been:
[quote=“trielav, post:63, topic:39788”]
RO had proved how powerful social aspects can potentially be even after the game itself is long obsolete.
[/quote]This way, it shows that Ragnarok Online still remains as a strong example/standard of what a game with proper social aspects can potentially become, if that was your initial intention, that is.
[quote=“trielav, post:90, topic:39788”]
As has been pointed out by myself, and especially by the other guy’s blog link
[/quote]Yes, and one key point that the blog mentioned is related to poor design choices. Even despite how strong of a social aspect Ragnarok Online had, the change in game mechanics, introduction of the cash shop, and so on, had created a dissatisfying environment which eventually discouraged players to continue playing the game. Another correlation between gameplay quality and player engagement.
[quote=“trielav, post:90, topic:39788”]
Games often charge users money
[/quote]Bare in mind, the vast majority of MMOs are free-to-play. As such, “price” is not as prominent of a factor in one’s choosing of a game, even more so when that person does not intend to use any money. And like with customer service, these aspects does not necessarily impact a person’s initial decision and experience directly as much as the psychological components do.
[quote=“trielav, post:90, topic:39788”]
Denied. I discovered RO because someone who was after my service quality in a non-virtual setting if you know what I mean suggested it as something to do together.
[/quote]Your own individual experience does not account for everyone else’s.
[quote=“trielav, post:90, topic:39788”]
but the best way to attract players is an “everyone’s playing it” trend that snowballs into an avalanche of hype.
[/quote]“Hype” can only last so long. There is a difference between everyone saying a game is good, and actually playing a game and realizing that it is bad.
[quote=“trielav, post:90, topic:39788”]
Before you say something foolish like “a game should cover all niches if it wants to succeed,” this is an impossible task. Some niches are mutually exclusive, so catering to some players means disappointing others.
[/quote]This is where sub-genres comes into play.
[quote=“Eretnys, post:86, topic:39788”]
It is not the result that attracts the player, it is the means that does.
[/quote]Since every MMO takes social interaction into account, what makes a person choose an individual game over another? The means, or rather, the qualities and aspects of the game itself, attracts the player into the game. It is only then, when players exist in the game, that social interaction is present.
[quote=“trielav, post:90, topic:39788”]
Different games have different target audiences, and they’re marketed and designed differently based on those targets. For example, a 7 year old girl whose parents don’t want her learning naughty things from the internet might get a single player game to stop her from getting exposed to Goldshire Inn ERP.
[/quote]It still becomes a product that is targeting a group within the audience categorized by gaming as a whole.