For some reason, this 2006 post appeared in my RSS feed. But of course, the writings of Wilhelm Arcturus are always fresh and ready to be mined for new insights. Such as:
I have not avoided groups in the past because I am anti-social. … I have avoided groups because they make leveling take longer in WoW. Solo play, for levels, is rewarded in WoW. When you group, your exp per kill is reduced, time taken to finish drop related quests goes up dramatically with each person you add to the group (so you do kill more, which mitigates the exp per kill loss somewhat, but a lot of the exp is in finishing the quest, so your exp/hour is still taking a hit), and unless your group all has the same quests, somebody is usually waiting for everybody else to get to their quest.
This of course brought 2008 to mind:
If it is designed as solo content, you gain little to nothing for bringing a friend. Indeed, it might take the two of you longer to do it together than it would to do it separately, say if you each need to loot a dozen ground objects that despawn after they are looted; you would have been better off each going alone, five minutes after each other, rather than going together and waiting for the respawns.
Both of which reinforce the point from yesterday that grouping brings with it the potential for great upsides and downsides. If most of the leveling game takes away most of the upside, that leaves a lot of distance for the increasingly common “solo MMO” to fall.
Which are perhaps some reasons why we are seeing the rise of MOBAs and a renaissance in small group games where you bring your friends rather than trying to seek the questionable benefits of a matchmaker service.