- It takes time to set up the group. In worst cases, it may take multiple hours, or may not be possible.
- It is too reliant on key classes and the same old roles-Tank, DPS, Healer, Crowd Control/Buffer.
- The key classes tend to be undersubscribed, because often the most vital classes are boring or unappealing to most players. Healing especially.
- It takes 6 people to succeed in a group. It only takes one to fail.
- Because of point #4, play becomes very standardized. Efficiency is valued more than exploration, creativity, or challenge.
- The forced reliance of grouping tends to perpetuate negativity among players. This is because of the variance in player dedication and skill, and the potential for loss or boring play.
- As a game ages, less new players amplify all 6 of the points above.
- Class imbalances hit grouping hard. Unpopular classes get shunned, even if the class itself has potential to contribute well to the group setup if played intelligently or creatively.
- Grouping can also enhance friction between players as efficient groups drive out less efficient ones for camp spots.
- Players themselves differ enough to give friction between types. A 25 year old woman grouping with 14 year old boys.
- Fast pace of forced groups may require voice chat, which may isolate players from communicating in-world as opposed to on vent or ts. Players not enjoying voice chat may feel marginalized.
That’s some I can think of. I’ll try and brainstorm solutions in the next post.