I have been a PC gamer for twelve years, almost always in an organized club/clan/group. I've played games competitively from almost every main genre: X-Wing vs TIE Fighter, Jedi Knight, Star Wars Galaxies, Counter-Strike, and now MechWarrior Online, in addition to MechWarriors 2 and 3. Obviously, these games are vastly different, and I'm claiming no special MWO expertise because of them.
But I've always been struck by one thing that links all these games: their typical "shelf life" and popularity period have been radically extended by one aspect: community-driven content, the key to which is a "lobby".
TLDR: I'm here to opine that the benefits of prioritizing the development of a lobby would be universal, extending even to PGI - even if the lobby still required choosing your Mech before knowing the map. It's about enabling players to choose the environment, people, and content in which they wish to play. I see benefits to four specific parties.
SOCIAL AND CREATIVE PLAYERS
This is the group to which I belong.
You know all those fiercely independent lone wolves who reject the idea of in-game voice chat because it exposes them to slur-flinging kids and screaming bullies? Well, no kidding. Nobody wants that. Given the immature nature of online gamers, a considerable group of folks in every game are forced to be picky about their friends. It's about the environment they want - casual or heavy role-playing, relaxed vs elite, maybe even family-friendliness considerations.
This is the void that clubs/groups/clans end up filling. For folks like this, "club life" serves as an endgame unto itself, letting them play in the setting they prefer, with the people and features they like.
At the moment, the lack of a lobby system makes it a little tough for groups to do their business. Sync-dropping is...kinda working, but it could be a lot more optimal and leaves out a lot of options.
And it doesn't stop with just a preferred environment. It goes even beyond the commonly voiced desire to play with favorite mechs and weapons (because the needs of the beta might infringe on that). There's so much sheer content that groups can create with customizable options. I appreciate PGI's events, like the recent tournaments - people have enjoyed them despite differing opinions. But I think it's fair to say that the community would rather not be limited to just the frequency and ideas that the devs come up with. They'd like room for their own.
A few examples of what community groups can do regularly, more optimally, and with wider variety if equipped with a lobby system (NSFW, ironically).
Kong Interstellar vs. Eridani Light Pony: Trebuchet Trouble
The Remnant & Ghost Warrior Brigade - River City Duels
Trial of Grievance
Equestria Royal Guard Conquest Mini Tournament First To 3 Wins!
For a sizeable portion of the community, THIS is the ultimate goal: creative gaming with friends. How else can one explain organized clubs springing up before the open beta even arrived?
With a lobby, each controllable factor (opponent, map, weight limit, weapon limit, even "easymode" features like 3D-person view, etc.), while perhaps bad for pubs and for testing (at least I'm guessing that would be the devs' argument), also opens up another permutation of events for clubs to run privately. How about a "Lights Only Night" for players to enjoy? Coming up on Saturday. Who's up for a "Caustic Valley Chaos" event? You got it. "MissileMania Monday"? Sounds great. A night to test out the newest Mech or hero variant? Carpe diem. And it can happen without the entire community needing to do it.
Add to that various degrees of role-playing, from a simple military structure denoting seniority to those clubs that actually feature "trials of refusal" in order to join. Independent websites. Internal rankings systems and tourneys between sub-units. Internal ranks are awarded, prizes are handed out. Recurring events ("Get ready for Trebuchet Trouble XII!!!"). Story-driven campaigns can be written. The sheer history that these groups create! MWO regiments out there already pride themselves on 12-year histories. Internal friendly rivalries, battle tales, practical jokes...there are people out there who eat this stuff up. It's part of the culture.
Seem corny, Mr. Average Pugger? Not up your alley? Fair enough, but different strokes for different folks, right? This chunk of the community is considerable and worth accomodating.
COMPETITIVE PLAYERS
As far as the conflict between competitve and casual players - well, that's nothing new. That's in every game. Ordinary CS players don't enjoy "pugstars" coming in, lighting up everyone like it was a professional match, and chewing out those who didn't share the mindset. The "pugstars", on the other hand, grouse about oblivious teammates who expose their team. Nobody's happy all the time, nor do they need to be, because you can't please everyone. We're talking about toning the friction down, not eliminating it entirely.
But what if your group just got challenged by another regiment, or is having some kind of dispute. What if they could reach resolution with a dueling system, rather than forum-flaming or other drama? "Settle things with joysticks instead of keyboards" - long an internet mantra amongst mature gaming leagues.
At the moment, however, the only solution is to "drop and hope" - organize two 8-mans, have the leader coordinate drops via Teamspeak or something, and hope that ELO puts the two teams together. Right now, again, the frequency of success here seems...okay. It could be better. And there are very limited options. It'd sure favor a lot of folks (FOX is thinking of having company-vs-company faceoffs) if the participants could be ensured of meeting their intended opponent for a single 8v8, to say nothing of multiple-match tournaments or leagues. (Some also want 1vs1 disputes, though admittedly I don't know the logistics of implementing that).
PGI
At this point, the "endgame" of MechWarrior Online seems to consist of 1) the enjoyment of blowing up big battle robots, 2) modules to be unlocked, and 3) future features whose success is TBD, such as CW and further maps and mechs.
Maybe 3) will go wonderfully; maybe 2) will prove effective at keeping players' interest. I don't know. I'm sure careful thought is being put into CW and the Clans invasion. But nothing is a slam dunk, particularly in uncertain economic times. 1) is powerful because the game has immense watchability going for it, but it does feel like much is hinging on 3). I believe in PGI personally, but I also believe in insurance.
The lobby system, on the other hand, allows a whole creative player-controlled world of MWO content that PGI could never accomplish, all with just one feature. In my mind, one of the greatest benefits is insurance for the game. It takes pressure off PGI, sets another top spinning that will take a long time to slow, puts the eggs in more baskets. Older, much less watchable games have gone on for years and years on the strength of its social scene. If CW tanks massively despite the devs' best efforts, but a lobby remains available, groups will stick around because they can keep generating content on their own, helping dilute any boredom that besets 1) and 2).
I can say with total confidence that there is a demographic who's saying "Community Warfare? Thanks, looking forward to it, but heck, just give clubs a place to do their thing and I'll stay for years." Here's one: http://mwomercs.com/...ost__p__2057899
MISCELLANEOUS
You can stroll through any forum and see the "thrown into the fire" feeling that newbies are experiencing. They come to the forums because it's hard to find anyone to wing them in-game.
Imagine if they could find clubs offering events and training environments - something made feasible only by a lobby system. Personal trainers, help guides written with the club in mind, newer-guy-only events to let the plebes figure it out. Right now, the only way to even grow familiar with a map is amidst hails of LRM fire. (The Testing Ground helps bunches with this - thanks, PGI - but it still lacks the personal touch and the opportunity for group training.)
And what of you who are just fine anyone that the Splatcat premade that just pummeled you 8-0 didn't mean to inflict itself upon you, my unsuspecting pugger friend, but was actually trying to spontaneous-drop with a simlone-wolfing it? You might not realize it at first, but you'd also see hidden benefits. Has it occurred to ilar group from their own club for their "Splatcat Sunday" night? I'll bet things like this account for quite a few frustrated forum posts.
Perhaps one of the biggest perks of a lobby is giving the “gamer classes” some breathing room from each other. Even if tension is inevitable, the current setup leaves every gaming type and skill level thrust together. It feels like it's making things worse than it needs to be. Gettin' crowded in here. With a lobby, both puggers and premades can go in their separate direction, set about their business. If my experience in other gaming communities means anything, you'll still have premades who prefer their action on pubs, especially if grinding is still needed. And if I'm interpreting the devs' intentions correctly, that's exactly what they want. A lobby would separate the two groups without entirely walling them off from each other.
It's for these reasons that I feel a lobby would help everyone, including PGI, if moved up the list of development priorities. The more controllable features, the more player-driven endgame it would create that wasn't so reliant on future features. But even if all it does is allow 8-mans to find each other, it would reap benefits.
Perhaps I'm just preaching to the choir. I'm sure PGI has thought of this, taken lessons from other games. Perhaps everyone is only in the same sandbox right now because of the needs of the beta. I don't know their intent. And I admit I don't know the logistics of all of this.
But I know this: private matches probably wouldn't need rewards like public matches, because for those who use them, private servers are their own reward. They promote:
- imagination
- longevity
- experience customization
- rookie-friendliness
- competitio
- separation for gamer classes
- a backup plan for PGI (in my view)
- most importantl,y that monster that's driving all the Internet right now, community-building.
Edited by Rebas Kradd, 15 March 2013 - 03:14 PM.























