A Tale of Two Players #8

by on Nov 25, 2005

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Grouping Up "Now and Then"

By Martuk

Dark Age of Camelot, Everquest, and Planetside…they all have one
defining thing in common. Yes, they are MMOs, but besides that? You got
it… at some point they all require you to work with a group of people.
Some may be friends; others may be total strangers. Grouping can grow
out of such needs as questing, hunting for experience, adventuring, or
as my counterpart Aunraye pointed out last week, "fun." In her
editorial entitled "A
Group That Plays Together Stays Together"
she gave her view on
the importance and benefits of grouping. Some great points and a good
read if you have the time.

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Grouping, in my opinion, is an enjoyable and much-needed element of
the MMO world. Sometimes, forming a group is the only way to achieve certain
game-oriented goals. Perhaps the quest is difficult or dangerous or both.
Grouping makes these goals achievable, and the experience you gain
in a group is often quicker (not dying so much) and higher (groups can
take on mobs that solo players can't touch). Everyone has a certain style
of play, and seeking like-minded people increases the satisfaction of
the gameplay and creates the foundation for a more pleasurable social
interaction. Simply put, grouping is a band of allies brought together
by a common cause. Whatever turns your crank, there is always the kind
of group you need. Taking the time to find that group can produce some
great experiences, adventures, and some unexpected friendships.

When
I joined my first group in EQ, I was nervous. Thoughts like, "I hope
I don't screw this up," kept running through my mind and I tensed
for the "must-keep-up-must-do-good" kind of stress that could
have been a disaster. In those days, groups were more of a necessity in
Everquest--the difficulty was much harder and there were few of the aids
and improved spells/skills we have today. Players had to really work to
progress in some classes, such as warriors. I didn't want to blow my chance.
To my surprise, the group was a huge amount of fun. We backed each other
and we strove ahead mightly together. I have to smile at the difference
between now and then. Nowadays, groups have the ability to accomplish
what it used to take a raiding force to do in the older days of Everquest.

Group terminology would become a way of communication as time went on.
Some phrases and words would emerge such as "Pull!" which meant
your puller would go and get a mob and bring it back to the group, or
"Inc" which was short for "incoming" and meant you
better get ready to fight--the mob is on the way. This terminology as
it evolved would add more words and, at times, confuse the newer players
to no end.

Abbreviations, especially, could be interesting when someone who had
not quite picked up on the language joined the group. Picture this…a
tank racing back to the group and hollering in group chat: "INC,
2 Orc Oracles. Be ready to AOE and I need a HOT and someone remove this
DOT before my HP runs out and don't run OOM!" The group members stare
blankly and say, "Huh?" Priceless.

Working
as a group is not confined to the MMO world. Games such as Starcraft,
Warcraft 1-3, and Age of Empires 1-3 all have online play. In some cases,
you must work with a group there to defeat an opposing team. While not
as vast as an MMO, it embodies the same need for cooperation. In these
RTS games, strategy plays a key role in victory.

I think this is relevant, more so now than ever, because of Vanguard's
combat system. Strategy and your decisions will now play a key role in
whether you stand victorious over your fallen enemies or lie slain upon
the ground in defeat. Vanguard grouping will not be like it has been in
previous games. The simple approach of "the tank taunts and holds
aggro while the rest of the group kills the mob" will not be the
way things work. Vanguard's class structure defines the way groups work;
you must use strategy and decisions to influence the outcome. This will
take grouping to a whole new level.

The
way I see it, grouping is one of the best elements of the MMO world. Forming
up with a group of friends or total strangers and then exploring the vastness
of the world to me is just loads of fun. I have had many friendships forged
through such activites as this--in Everquest I met many people through
grouping. More than ever, in MMOs the old saying is true. "A stranger
is a friend I haven't met yet." When Vanguard: Saga of Heroes goes
live some time next year, there is no doubt in my mind that I will meet
many "stranger" who will become close friends.



Last Updated: Mar 13, 2016