this is an MMO, you cant have everything if you choose to play solo
this is an MMO, you cant have everything if you choose to play solo
But this is a feature to raise your chocobo companion over level 10 and customize it's color. Chocobo companions are most useful while playing solo. Why lock out people who prefer to solo from something that is solo content?
chocobo raising and stables has always been promoted as a free company activity. its been a long requested feature by many many people, if its really such a big deal to you then why dont you just start a free company for just yourself? theres plenty of people out there that run and operate their own FC with just themselves in it. some of them even have house's
How is it fallacy? Unless a game has run its course and everything is being nerfed there's always going to be content that requires you to work with other people. The exception to this is MMOs that are mechanically easy enough or overly macroed so that 1 person can multibox raid content. I want to meet someone who can multibox clear the first Coil nevermind Second Coil.
The fallacy, specifically, is the first part of the statement. "It's a MMO" is a meaningless qualifier, as all MMO means is that multiple people can join a persistent server at the same time. It has nothing to do with gameplay.How is it fallacy? Unless a game has run its course and everything is being nerfed there's always going to be content that requires you to work with other people. The exception to this is MMOs that are mechanically easy enough or overly macroed so that 1 person can multibox raid content. I want to meet someone who can multibox clear the first Coil nevermind Second Coil.
The second part of the statement makes sense as some things in this particular MMO require multiple people to complete. Though in this case, a single person could conceivably create a FC by bribing people to sign at the start and then purchasing a small house + land (less than 2 mil for some of the Goblet properties).
Having an opinion does not make you right or wrong, it simply means you have an opinion. Don't get irritated when people don't agree.
There's no fallacy towards the "It's a MMO" statement when you actually look at the intended context that it's an "MMORPG". The genre itself is founded, and eventually made mainstream, on the very things you incorrectly consider a fallacy.The fallacy, specifically, is the first part of the statement. "It's a MMO" is a meaningless qualifier, as all MMO means is that multiple people can join a persistent server at the same time. It has nothing to do with gameplay.
The second part of the statement makes sense as some things in this particular MMO require multiple people to complete. Though in this case, a single person could conceivably create a FC by bribing people to sign at the start and then purchasing a small house + land (less than 2 mil for some of the Goblet properties).
Made mainstream by reducing the reliance on absolutely needing to group to enjoy the genre. To me, FF14 has the right balance of solo and group gameplay. I can log on and do absolutely nothing in a group and enjoy myself. Mind you, I got off the "progression" hamster wheel many years ago and prefer the social aspect of MMOs![]()
Having an opinion does not make you right or wrong, it simply means you have an opinion. Don't get irritated when people don't agree.
Same on the progression comment. I just do things leisurely these days.Made mainstream by reducing the reliance on absolutely needing to group to enjoy the genre. To me, FF14 has the right balance of solo and group gameplay. I can log on and do absolutely nothing in a group and enjoy myself. Mind you, I got off the "progression" hamster wheel many years ago and prefer the social aspect of MMOs
The mainstream approach occurred during the early WoW era, so in essence through the minor backing away of group-only stuff. It was particularly popular when it hit a certain point following Burning Crusade expansion. MMOs hit its peak of popularity during the era of the WotLK expansion. You'd see all sorts of high budget and mass advertised MMORPGs spawn during those years, such as Rift, Aion, etc.
However, the solo content is NOT what made the games hit such popularity. It was the feel and enjoyment unique to MMORPGs at the time. The proof of this is that even WoW, during the early years, didn't cater to solo content beyond being able to quest/level alone, for the most part. It became slightly easier to gear up entry-level wise, not so much in a solo capacity, but rather a timed one. Doing X number of group dungeons will result in Y reputation gains, so I'll be able to get this piece of rep gear by a planned date. Keep in mind that this was the sort of gameplay and content expectations (not very much solo capability) that existed when the popularity boom hit.
Online gaming was not as popular as it is now, nor was it as readily available. People didn't understand the enjoyment from playing a game with others and working together on it until they tried it. In fact, many clearly still don't, and feel the MMORPG market is too focused on group content and should make soloable things its primary focus. That if there's anything non-dungeon/raid related, it should never be expected to be grouped for. That's where the fallacy is. It's not the idea that MMORPGs should be focused on group-only expectations, but rather the incorrect thinking comes from expecting to solo your way through it.
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