Ghogiel, on 09 July 2013 - 04:09 AM, said:
They had huge selling multiplayer games on consoles before people really even had internet. I'm talking mario kart in the early 90's and console adding 4 joystick ports as standard or multitap addons. Ultima online is like 5 years late to the party.
Don't try to equate games you sit down next to your brother and play with games like Neverwinter Nights you played online with huge numbers of strangers. I was working in the game industry with Ultima Online came out. Everyone was still sort of oblivious to the psychology of it. MUDs and MUSHes had been out for a long time but they still developed small, socialized communities. The impact of large numbers of complete strangers playing a game together wasn't a concept with a lot of play or study. Everyone was still trying to figure out how to make money off of it.
Including a split-screen multiplayer was always a novelty that, again, wasn't the major draw for most consumers. Never has been.
Playing a computer game, even an MMO, is an almost exclusively selfish experience. Which is fine! It's a means for people to entertain themselves. However online social interactions tend to be pretty narcissistic. Facebooks design is a great example - a little 'me' focused universe where your interactions with other people are based entirely around how they benefit you or talk about you. People on facebook/twitter are drastically more likely to present aspects of Narcissism (as a psychological disorder) than otherwise. It's the same drive as multiplayer online games.
Not trying to say that people who play multiplayer are all narcissist but that the chemical rewards you get in your brain from playing games are all personal, not social. It skews drastically towards 'they helped me win' and 'I'm being recognized/respected' rather than 'I've helped the group win' and 'the success of these other people gratifies me'. Hence in the majority people play games for their own entertainment and not that of others. Most people still place higher value on direct in-person social connections than online ones.
Make sense? Not trying to go far afield but yeah, people prefer playing games alone rather than in groups. When they do play in groups it tends to be small, personal ones - not large and impersonal ones. Most people do not want to participate in online guilds/groups to play games. Not that some people don't enjoy that and like it or that doing so is somehow wrong or inferior, not trying to challenge anyones self image of sense of belonging but statistically? Singleplayer > Multiplayer. The big drive for online games is and has always been about dealing with piracy and secondary marketing benefits. Not player demand.