Hi everyone and thank you for the kind thoughts.
I have really enjoyed putting together the columns for MMORPG. I am really looking forward to ARR and, the more I look over the last six months of 1.0, really kind of wishing I had jumped back in to poke around sooner. The bit I wandered around prior to the End of an Era, the more I found myself truly impressed with the steps taken.
This period of downtime prior to the beta has given me some time to think over MMO's in general (hence the companion pieces). My next set of articles will involve some of the group play expectations for ARR (article to MMORPG) and some of my thoughts on group play and where it has gone (to Eorzea Reborn).
One of the things I'm batting around a bit is the idea of encounter difficulty. It seems to me that difficulty varies with scale (size of party). Things that are hard for a large force might be easier to execute with a smaller one. However, by comparison, things that are difficult to impossible with a small force become easier with a larger one. With that thought, it's possible to design difficult - and meaningful - end game content around solo/duo; group/doublegroup; and multigroup environs.