So much this. If MMOs and other games are played like singleplayer games, **** will invetiably hit the fan. See for example 'hard-implemented', completly automated lfg-tools in WoW.... they pretty much killed the community with that, the only thing that keeps player around is the time-sink and a variety of other measures - certainly not the mutist or otherwise toxic playerbase.wargrimnir wrote: This is not a MOBA. Build a community, get to know each other, don't be a ****. That's how you get new people to stay. By making it more gamey and accessible you get themepark MMO's, like the dozens that have failed since WAR launched. A million people show up for the ride, and promptly get off and leave once it's over. Games with no soul are bound to end up in MMO hell.
Another example would be GW2's or ESO's snowflakey swiss-knife approach... see how their PvP in general, but especially their RvR turned out.
Abbd.: Especially PvP centric games that revolve around groups are made or broken by their community. See live's pug-copalypse and it's impact on game design after the fact - it coerced Mythic to make bad things worse, as the feedback they've gotten was garbage-tier. Garbage-tier feedback + garbage devs, backers and managing = terrible things happening.