This will probably sound like MMO sacrilege to some, but I feel like our retainers should be summonable to fight by our side. Of course, we'd also need one more by default to create a light party. The obvious benefit of this is that more basic content becomes soloable if the related AI attached to the NPCs is done well, or as a concession, mechanics aren't as punishing to them. If two players come together, they could form a full party and tackle that variety of content. Much easier than finding 7 other bodies, but at the same time, you could also add more fleshy players along the way and just cut back on the summons.
XI kinda sorta does this with Trusts, but they're more limiting and the AI isn't that swell. I think a form of gambit system would be best, but at the same time, specifying script types per class/job could also work. The main thing would be giving the player an AI override option so you can call your tank back out of possible links, make a healer cast a cure, etc..
In XIV's case, at least, the following benefits could be had:
- Affirms a new in-game activity to "raise" or "train" NPC adventurers.
- Content becomes more accessible.
- The open world could be made a little more dangerous since there would be little excuse to be traveling alone.
- Economic needs multiply by virtue of functionally equipping 3+ NPC characters while enforcing ilvl requirements on them.
- Quests can be written around forging bonds with your retainers, involving things like clear X dungeon, defeat mobs at Y location, etc..
- Achievements can further be added to complement the system.
- NPCs can actually serve as in-game clue-givers to enemy mechanics as they happen. *
- NPC behavior could actually teach people how the devs intend a job to be played.
- Can serve as DF fill-ins until an actual person joins.
* While we may get the warning fields and other tells for some abilities, sometimes they aren't obvious or not enough to fully explain what something does. If a mob is about to do a conal breath attack that stuns, the could call out something akin to, "Get away from the front, this attack will immobilize you!" while it's charging. Naturally, we should understand to dodge the attack to avoid both the damage and status effect, but someone playing a healer might recognize they'd have to then status cure the tank if they wish for him to function at 100%. You could get other clues like, "Come over here, that looks dangerous!" while an NPC runs to a safe spot that would minimize, if not negate the effects of a mechanic. Even a simple, "We better kill this first!" with a target reticule can help instruct on how to handle adds. Overall, I view this as a hard counter to what I'd consider a demographic that's unwilling to teach their peers how to play, but at the same time, be harshly critical when someone doesn't live up to those unspoken standards. Why look up a (likely terrible) youtube video or guide when you could literally practice "for real" with your NPCs at your leisure? They will not mock you for failure. They will not rage quit. Even party wipes would be programmed to offer an additional tidbit of information.
But yes, I hear some people frothing already. "MMOs are meant to be played with other people! No one will ever party or socialize again!" First, quit the Chicken Little act. Second, ask yourself, "What is the point of content the player can't experience if the reason for why they can't is outside their control?" Yeah, the answer to this lies largely in the logistics. Some people have already brought the inability to commit to a static, and that's very real for players. Of course, were the above in place, the times they could step into a PUG will see them better prepared, both in knowledge and possibly ilvl. The general benefit of playing with others should be more a matter of efficiency in speed with possible variance of tactics. Social development is a wild card from there. Maybe no one will speak. Maybe it'll be a blast. That's no different than now, really. The real win-win for players, however, is that tolerating bad behavior is no longer as much of a requirement. And yes, I extend that umbrella to things like guild politics.
I won't deny there wouldn't be a possible issue with all this, however, and that lies in the number of instances the servers can handle. If people are more keen on soloing, that means more of a given dungeon is going running than if 4 given players DFed together. This could translate to lag or longer queue times for when one finally opens. This in mind, I'd actually be okay with new content being locked from a feature like this for a month or so. That way, yes, it is solely actual players participating and learning if they're more on the cutting edge of content, but once the rush has waned a bit, server conditions should be a bit more stable. Slightly higher rewards for full player parties on a per-boss-kill basis could also be offered, but not astronomically different. In the end, the goal should be people would like to party, but not feel punished if they can't or aren't in the mood to. And that's okay. It doesn't mean MMOs aren't for them.
Edited, Feb 4th 2015 4:11pm by Seriha
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