On the Drawing Board #2: Party vs. Solo

Posted 24th Sep 2008 01:34 AM by Flux

One of the key design elements of the Diablo series, something that differentiates this series from most other RPGs, is the emphasis on solo play. Party play is supported and encouraged, but it’s never required. There are no maps or levels or bosses that can only be activated by a party, and while many monsters are a challenge to single players, with the right equipment and tactics anything can be taken down solo, by any class.

Some late game features attempt to approximate Raid instances, the v1.11 Pandemonium Event, for instance, but even that area can still be soloed, and due to how its (un)balanced, some builds dominate it. On the whole though, the games so far released in the Diablo series have been designed and balanced for single player, with included multiplayer functionality added on and not especially well-balanced. Going by what the D3 Team has said thus far, that’s unlikely to change in Diablo 3.

From the developers’ point of view, the only difference between playing alone and playing with your friends is that the latter is more fun.

As Jay puts it, “When you’re playing the game by yourself, we consider it a cooperative game with one person in it.”

They don’t want to create a scenario where the player would have to go and find friends in order to get through the content. What they do want is to create an environment that adjusts itself to the number of players in the group. The more players there are, the tougher the monsters will be. They are also looking into adding content like puzzles that require several players to solve, although that’s proving to be quite a challenge given the dynamic group size.

That stated, multiplayer in Diablo 3 will not be a repeat of Diablo 2. The new Battle.net features will add more options, though the only specifics yet revealed are vague promises of easier connectivity. It seems likely that we’ll see enhanced friends lists and other more integrated ways to create or join games with friends, but when it comes to features with a direct effect on the gameplay, the D3 Team is keeping quiet. Here’s what they said during the Game Design Panel at the WWI event in Paris, where Diablo 3 made its debut, and they’re expanded not at all on this info in the months since.

Blizzard Quote:
Q: Differences between co-op and single play?
A:
We’ve done a lot of things to make it better. We can’t talk about co-op details yet. Some of the simple things, the health system with the red globes you pick up share the healing to others. Makes everyone a makeshift healer. We’ve improved the loot drop, so you only see items on the ground for you, which creates a more cooperative spirit of sharing the adventure. Little changes to make a better co-op experience. Down the road we’ll have more elaborate features, but can’t talk about yet.

The question posed in this column then, is about multiplayer game modes. Do you want to see more of them in Diablo 3? Should they pack special rewards that can not be obtained elsewhere in the game (such as the Annihilus and Hellfire Torch)?

Raids
Raid Events are familiar to most players from games such as World of Warcraft. Most MMORPGs have dungeons that require large, mixed parties. Players can (usually) attempt them alone or in smaller groups, but they are recommended for, and balanced for, larger groups. These sorts of super quests in Diablo 3 could be end game only, or could be spread all through the game, to give players an extra (optional) challenge as they leveled up.

Raids don’t have to require 50 players; they could easily be worked into Diablo 3 without changing the overall game function. They’d just be special dungeons that were tweaked to be much more difficult than other dungeons of that level.

Flagship Studios attempted something like this with their (now-aborted) title Mythos. All dungeons could be played solo or in a group, but some were “epic” and were recommended for parties.These epic dungeons could be done solo, but clearing them out by yourself took forever. The implementation in Mythos wasn’t that great; the epic dungeons were just normal dungeons with about five times more monsters, and the endless clicking and weapon repairs/potion buying grew tedious. But the concept was interesting, and it definitely spiced up the level-up process.

Party-Only Dungeons
Another possible gametype in Diablo 3, party-only dungeons would be just that. They would actually require parties to enter. The concept is summed up in a post by Kavlor in our D3 Suggestions & Wish List forum.

...for instance 2 pressure plates have to be stood on for a 3rd person to go through a gate and fetch a key. A deadly boss that depends on minions for invulnerability but the minions respawn and must be killed within a time limit before they pass on the invulnerability. Maybe players have to split up and do their part to get a machine going.

Such areas would not necessarily be epic in difficulty; they’d just be party-only, giving players additional incentive to make friends and play together over Battle.net.

Arenas, Guild Halls, PvP, etc
The D3 Team has said they’re open to considering arena combat, guild support, special PvP games and ladders, and so forth, but none of these are yet confirmed. They’re also not the party-based, co-op game type I"m covering in this column. We’ll get to those game types in another installment of On the Drawing Board.

Special Rewards?
Here’s where the rubber meets the road.

Raids and bonus quests and party-only games are hard to hard to argue against, if we assume they’re just free cake. Bonuses added to the core game; things players can do online if they want to, but that aren’t required. This dynamic changes if there are special events that have special rewards. If there are items that can only be found on such quests, or even if the odds of scoring the top items (or huge experience) are higher on those events, then the competitive players on Battle.net will specialize in them, and players who can’t join such groups, for whatever reason, will object to the “unfair advantage” other players are gaining.

Is this a valid concern? Many runewords and uniques are only findable on the realm ladders. The Pandemonium Event and Uber Diablo can be beaten far more easily by some classes/builds than others. Yet most players on Battle.net don’t object to them on those grounds. Just because one of your characters can’t do something doesn’t mean you think other players shouldn’t have the chance to engage in it. Does it?

Conclusion
This discussion is largely speculative at this point, and will remain so until Blizzard reveals more about Diablo 3’s online play. Prior to Diablo 2’s release, the D2 Team was full of happy ideas about guild support, arena games, multiplayer bonuses, special difficulty levels that would only be playable by large parties, and so on. As we know, none of those features actually made it into the game, reinforcing the wisdom in not counting too many online chickens before their B.net eggs hatch.

Whatever bonus party features (or not) we see in Diablo 3, it is clear that the game isn’t going to be designed like WoW, or other MMORPGs, where lots of the end game content requires huge parties. Diablo 3 will likely be more fun and more rewarding in groups, whether or not there are special game types. But Diablo 3 won’t require them, and D3 will not support massive party battles as seen in MMORPGs. Such huge games aren’t feasible with the game engine and isometric view, and they wouldn’t be fun with the “designed to succeed solo” play style of all the Diablo 3 characters. It’s amusing to imagine 15 melee characters “zerging” Mephisto, while mage characters fill the sky with elemental death, but it wouldn’t be very playable or rewarding in actuality.

Other types of multiplayer games could be, which is why we’re looking for your opinions and input.

QUESTION: Do you want to see more multiplayer game modes in Diablo 3? Should Blizzard pack special rewards that can not be obtained elsewhere in the game (such as the Annihilus and Hellfire Torch)?



On the Drawing Board is written by Flux. These articles examine crucial game design issues and decisions in Diablo 3 by explaining the issue and presenting arguments for and against. On the Drawing Board aims to spur debate and further the conversation, rather than converting readers to one side or the other. Conversation and disagreement is encouraged. Have your say in the comments, or contact the author directly. Suggestions for future column topics are welcomed.




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Fleshpeeler
Posted 24, Sep 2008 03:39 AM
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What screenshot is that of? i can’t find it in the screenshot gallery.

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stillman
Posted 24, Sep 2008 04:21 AM
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Blizzard is going on about enhanced multiplayer experience this and more fun with teams/friends that. But here is the problem as I see it: Blizzard can’t turn mean brat kids on bnet into nice, fun-loving, respectable gentlemen. We all know how many bad mannered kids there are on d2 bnet. I’ve been playing for years and I’ve got maybe 3 or less really good friends on my friend list. I’ve tried really hard to find other players who would make good team mates, but they end up either succumbing to their ADHD and dropping d2 for a few years, or they turn out to be little monsters as I overhear their whispers of scams, begging, trash talking and so on.

So how am I supposed to enjoy all this enhanced multiplayer good times if there are so very few half decent players out there with half decent behavior? If Blizzard can SOMEHOW do the work of finding these nice people to play with FOR ME—so that I don’t have to make 50 friends and discard 48 of them because they’re brats—I would be very grateful to Blizzard. This would be an increadible accomplishment.

I shouldn’t have to waste time building up a relationship with countless kids only to later find they are mostly all evil, or are just using me to beg for 2 soj and arachs, or they spend 95% of their time dueling and talking trash endlessly. I think Blizzard should have some sort of "grouping" system, wether it’s very select guilds, or w/e. wouldn’t it be great if you could jump fast into a game full of strangers and you find out they are all great players with similar goals as you, and they all follow some sort of etiquette or code, and people who don’t comply and conform get booted out automatically? That would be gold IMO. Mouseman mentioned some sort of reputation system in a post. If Blizzard could go crazy with order, reputation, status, league, auto-goal matching, I would play d3 forever. Of course, this would all just be options for those of us tired of the uncontrolled d2 crowd swirling around in the chaos of current bnet. Those who want the old ways of joining games and half-expeting there to be a bunch of jerks in there can still have that option.

  "If there are items that can only be found on such quests, or even if the odds of scoring the top items (or huge experience) are higher on those events, then the competitive players on Battle.net will specialize in them, and players who can’t join such groups, for whatever reason, will object to the "unfair advantage" other players are gaining.

Is this a valid concern?"

You bet it is. I don’t want to be boxed in. I don’t want to be forced to play with people for the best exp, since as I mentioned above, playing with people on bnet has typically been a bad, not-so-fun experience all these years.

Can’t Blizzard go both ways? What if they gave big time advantages to playing in parties, but ALSO gave OTHER advantages for solo guys. For instance, maybe you get the best possible exp playing in parties, but if you play solo, there is a best possible chance of getting the best items in the game. Maybe you never find a perfect coa or perf fathom equivalent in a party—you HAVE to play solo to farm one. Now, this is just an idea off the top of my head, so don’t crucify me too badly. But you get the idea. I don’t think partying up should lead to best exp—>plus fastest kill rate—->therefore leading to more drops—->therefore leading to best chance for best loot——>plus bonuses like ani/torch more easily accessable to party members on top of all that niceness. No fair. I want solo advantages too.

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Kunzaito
Posted 24, Sep 2008 04:36 AM
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This concept has always been one of my favorite things about Diablo - that any of its challenges, with the proper approach, could be handled solo. I was even really disappointed at the Realm-only items in D2, as I would have loved to have been able to include them in my SP grail. Having the "Able to solo 8-player Hell" achievement was a great barometer of the success of a build.

I think that every type of player should have the possibility to obtain all content; it may just be more difficult for one or another. Arguably, solo-ers need strong items most, as they have the most limited resources to tackle a problem. If they implement party-designed areas, any rewards unique to them should be based around benefiting party play - "+life when in a group of 3 or more" or somesuch.

One thing I just thought of with the new drop system - the primary reason, aside from the sheer challenge, of trying to solo 8-p hell was the dramatic item/experience boost from doing so. With individualized drops, will there continue to be any benefit to taking on this challenge?

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Flux
Posted 24, Sep 2008 08:08 AM
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i took the screen from the wwi gameplay movie, near the end when they run into the graveyard and fight the Ents.  Leord hasn’t put up the screens from the 2nd half of the cinematic yet, but soon.

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Cymril
Posted 24, Sep 2008 02:48 PM
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One thing I just thought of with the new drop system - the primary reason, aside from the sheer challenge, of trying to solo 8-p hell was the dramatic item/experience boost from doing so. With individualized drops, will there continue to be any benefit to taking on this challenge?

Actually, individual drops make partying that much more worth-wile. In D2, 8 player hell is a challenge, true, and you get more exp/items, but you’re also ~competing~ with 7 other click-happy, possibly also pickup-hacking players who will pile onto anything good that drops like a bunch of ravenous vultures.  Which meant that the best way to get items was endless solo boss runs, lest someone steal everything before you have a chance to get at it.

With individual drops, you can get the added fun and increased drop rates of party-play, (providing, of course, the people you party with aren’t mouth breathing morons), without having to worry about seeing that unique Hydra Bow or high level rune get snapped up by someone else.

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SSH83
Posted 24, Sep 2008 07:25 PM
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I think there are 2 questions that are posed by this thread.  Aside from co-op play, it also points to end-game play.  IMO, what they have said so far about co-op is great.  The game should be equally entertaining all the time whether you’re playing with your friends or just killing time on your own.  That’s what Diablo is all about.

As for End-game, D3 definitely needs it.  It needs it badly.  By this time, a high number of the D3 players will be WoW-veterans.  They will no longer be satisfied by replaying the game with different characters over and over again.  There needs to be something at the end, but that also poses another problem with class balance.

In D2, it’s ok for classes to be imbalanced because everyone can just make a new character of that class and it wouldn’t take a year to gear-up and get up to par since there was no real end-game anyways.  But if there is end-game in D3, people will be more invested into one character and it would no longer be ok that one class/spec dominates the scene.

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Kunzaito
Posted 24, Sep 2008 07:43 PM
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@Cymril:  That’s kind of my point, though. Yes, *party* play will be dramatically improved by the individualized drops, and I welcome that. I am thinking of it mostly from the solo standpoint, and using the "players 8" command, as that is how I primarily play. But I suppose it also applies to people who come in to large games to solo an uncommon area (crypt, etc.) for more drops and greater challenge. Will there continue to be any reason or benefit to trying to solo in a large game? Will this even be an option for single player?

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Fleshpeeler
Posted 24, Sep 2008 08:22 PM
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It isn’t about turning mean brat kids into nice people, it’s about encouraging team play and taking everything out that a mean bratty kid might do to take away from the experience. If the stuff like ninja looting, and quick run to town and insta-playerkill through the portal is there, the little bratty kids and some adults will do it for fun. Take those options out and i think most of those brats might not be bad to play with.

I’ll bring another game into the mix as an example. I play a little team fortress 2 and have noticed that they took everything out that can really be exploited, put in voicechat, and encouraged team play, and surprisingly there are very few brats in the game at all and quite a bit of teamwork and a lot of cool players of all ages. Like all games, of course there are some douchebags, but for the most part the community is pretty cool and it’s because the company that made the game focused on team play and took everything out that took away from the team mentality. If theres an exploit there that screws up your experience, and another player has control over it, they’ll use it. The player base and how they all act has a lot to do with the options the developers give to them. I really have a lot of hope and think this team idea will really work.

I wouldn’t be surprised if they incorporated voicechat either, as it could really add to the teamwork and encourage a less impersonal play experience (in my experiences when people talk to each other over voicechat they’ll be a lot nicer than over typing because typing is so removed, and impersonal. Anyway, this rant is turning out longer than i wanted but i really think the play experience in D3 will be a lot better with this team focused game mentality blizzard is emphasizing.

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Animation
Posted 24, Sep 2008 10:54 PM
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I personally hope they will avid multiplayer only loot. I cannot tell you how sick I get of reading D2 guides which assume access to online only equipment. I dont mind rare stuff, or rich vs poor builds, but I hate it when I read guides where the validity or assumption of the whole build relies on a certain item or a certain runeword that single players cant get.

Also, I dont like immunities. High resistance is OK. I understand there is a desire to make the monsters in higher levels more challenging, but I would rather see them balance the skills so that you didn’t have to divide across multiple damage types simply to avoid tedium.

I view immunities as a nod to multiplayer and a rejection of single player. Essentially a multiplayer character in D2 has the advantage that they can go one-element (and actually build the character they want to make) because they know they will usually be teaming with someone who has a different damage type. A single player can’t actually make the character they really want, unless you happen to want to split your effectiveness for some reason.

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teh_Thrasher
Posted 25, Sep 2008 07:07 AM
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first off if ur going to be playing Solo, u shouldnt restrict urself to only one element… thats just foolish. u KNOW there are going to be monsters with immunities to whicher in hell. best to make a real build and balance it out wink


as for the comment about the brats and jerks and whatever other qq that was about, blizzard has given a squelch function for a reason.  if ur not liking how someone is acting. ignore them with the squelch function. as for PKing, thats only a real problem with hackers that tppk. and they will be removed in d3 so i dont see that as much a problem

only problem i see was already stated. the endgame. im sick of only seeing baal games. like thats ALL anyone ever does anymore is endless baal runs… thats soo lame. there needs to be none of that xp/loot endless farming.

im very happy with the addition of the loot only u can see :D very grateful for that… wayy to much BS on d2 with pickit users and crazy clickers.

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