The unique aspect of online gaming is the possibility and sometimes inevitability of people interacting with other people. However a growing trend in popular and some would call 'theme park' online games has been that you can effectively and sometimes you are even encouraged to grind through level after level on your own before are deemed worthy of actual team oriented activities that your friends and team mates from your guild participate in.
In a way that's a slight improvement on the punishing worlds of old where even a lowly and deceivingly cute bunny could obliterate you if you fought it alone. Back then it was in your best interest to group up and venture out into the lands or spend countless hours trying to level on one type of monster, and countless hours is putting it mildly. But somewhere in that transition from severely harsh environments to swimmingly pleasant we've lost touch with our communities, in some player's minds we've given rise to the solo player and little by little pushing aside content that requires grouping.
Myself I have felt that too and it's funny that this sentiment would come from me because after playing FF11 I hated grouping for a while and was always unhappy when I felt a game pushed me into them. Lord of The Rings Online was frustrating for this as you couldn't advance the main story line if you ignored the grouping instances. But after a few years and trying out games I normally never would due to my increasingly dissatisfaction with any new MMO (I
know I have not been alone here...^_^) I am missing the interaction with people that I used to get when I was forced to group. Some of those games I'd never would have bought are Age of Conan and Aion, and now I'm even thinking of trying out Darkfall. Those three games have player vs player game play and I am
not someone who enjoys fighting others. But what I did find is that PvP whether you love the thrill of it or hate it because it breaks your immersion does make you interact with others. In Age of Conan it's in your face type of PvP where it can happen most of anywhere at any time and most of the interaction you get is kill or be killed, unless you rolled on the role playing server in which case you may get a warning to stay off the road or pay toll, or prepare to die!

In Aion it's a little different because PvP zones are more controlled, so you don't really have to fear for your life at all times, you also get a friendly warning whenever a rift from or to the other side opens and you should be on the look out. What is fun about the Aion community is people look out for each other, if someone spots the enemy in your area they can show everyone in the chat channel with a link to the location on the map where they were spotted. If you happen to be unfortunate and die often if you wait someone is bound to resurrect you. Maybe it helps
elemental stones of resurrection are fairly cheap. But I am enjoying this level of interaction in the game right now, I even like it when I spot an Asmodian and nearly have a heart attack and run the other way before they see me.. XD I guess what I am getting at is while PvP can sometimes have it's negatives is does have the side effect of bringing people together.
Which makes me think there has to be other ways of making people talk to each other or at least interact on some level and perhaps break the ice of being impersonal. The one thing I really hate about grouping up for certain missions is that people get so used to them they start acting like robots; go here go there, boom boom, we're done, thanks all, disband. I miss emoting like a jackass and actually talking to my group partners, how are you supposed to make new friends if you treat this like a business transaction? Now I starting to derail so maybe I'll cut it short here and ask; what do you think devs should do to encourage player interaction?
Make a game too hard to be able to perform any activities solo, and players who prefer solo play will be driven away.
Make it too easy and those who prefer grouping constantly will have no reason to do so without massive grinding.
I think devs should take a page from a game like Guild Wars. Make the game hard enough to require groups, but give players the option of AI teammates, for when the "ZOMGYUOSUX" crowd gets annoying. :P
BUT (and here's our hero, Captain Caveat) the major issue is, should grouping be a required thing for games. Not all online games are MMOs, and even with MMOs, there are enough people who are more than happy to play on their own with little to no intervention or interaction with other players. I don't think forcing them into groups is a real solution, for good or ill.
Some people, like myself, use gaming as a wind down from heavy interaction in our workplace environments. (I have been technical support and a debt collector, both of which are high stress and high interaction jobs.) The LAST thing I need is to be stuck grouping with... less than savoury individuals in a game. Now, I have the benefit of being a member of a clan with a large number of people I trust, and am comfortable playing with. Not everyone will have that luxury.
On another note: Player to player interaction will occur regardless of whether grouping is necessary or not. Anyone who has played vanilla WoW as Horde and sat in the Barrens for more than 2 minutes can attest to that. :P
Socializing in gaming, however, should not be so much of an overriding concern that it affects gameplay. Fine, chat with your friends, but if I'm more interested in that shiny object in the corner, I shouldn't need to be pestered by social butterflies.
There's my random thoughts for the night.
Crafting-based item generation sounds like a good idea to me. Y'know, like years and years ago where you would escort a high level smith to a zombie-infested cavern to mine valuable materials (Ultima Online).
Class synergies, of course (check out http://www.epicwar.com/maps/98967/ to get an idea of what I mean).
Player tagging. I.e. if you mouse over another player, you can see tags that player associated with herself. To allow other players to easily check up if that player's playstyle meets theirs.
And many more...
They actually set up some more servers just for the global chat system. It uses something similar to IRC, with a single name per player (separate from your character names) and you create permanent chat rooms which we call a "global channel." (More permanent than an ordinary chat room, but less versatine than a permanent channel in IRC.)
The introduction of the global chat system had a huge impact on communication between players. It also made it a lot easier to have a supergroup which exists on multiple channels, because you could call for help across servers without having to log out and go to the SG forum.
I just wish we could get gDNA to let us enter our global chat handles as AKA's.
OMG! I am so excited about this, I never played UO so I didn't get to see what it was about, though everyone tells me it would be my perfect game, I think item degradation is cool though I know some people hate it, but in Ryzom it makes crafters matter and in FF14 it will make smiths matter. Love it!
@dowekeller Yes I'd like to see more tagging, in Eq2 you can also put in an RP tag if you want. Usually when I toggle it on I always get someone saying hello or start a conversation if I'm standing around somewhere ;p
Yeah, Runescape's almost as bad as WoW for kids with more attitude than intelligence. :p
I don't play MMORPGs to play with other people.
I play MMORPGs to have the OPTION of playing with other people.
I think when games give bonuses to people who party, (I've played a few which give bonus exp to parties, buffs, etc.) that's an incentive to group together. Incentives are good, it offers you something for reaching out to make community. The opposite, however, when they give you stick instead of the carrot and say "Party or you can't continue/level further/get cool stuff" etc. tends to just piss me off and make me quit the game.
Wakfu the sequel to Dofus is planning on not having any NPC's in game, this means quests and shops are all player driven, while this is the extreme I wouldn't mind seeing more of this in bigger titles. I guess Star Wars: Galaxies now has player made content as well. Awesome ;)
I enjoy player created content, but that brings in the problems of clearing it as appropriate and then finding a way to present it where it'll actually get played. City of Heroes unveiled their Architect which would enable player-created missions. And people made some seriously cool story arcs. But because the missions were basically all just in a big list and there were MASSIVE amounts of player made quests, finding the good ones was hard.
@dowekeller I doubt that such a game would be much fun. Isn't that kinda what second life is? But also I'm not one of those that enjoys PvP that much. I think its the griefing & the bullying.