While in class, as we discussed different MMO aspects and how other games implement these features, from your expected traditional MMORPG to more subtle ways such as the notes in the Soul series, I realized that there has been an overall trend of shifting games to have a more social, community-like aspects, even with games that could have easily have make do without it. From Nier: Automata giving up the your data, to seeing your choices versus what other people make in a game like Catherine or Detroit: Become Human, many games as of late try to foster this sense of being a part of others, to the point it has gotten harder to find as much "true" single-player games, and even couch co-op.
More blatantly online games have less issues, particularly looking at games like World of Warcraft, Eve Online, and other MMOs like Overwatch and League of Legends, since its foundation is based heavily on online interactions. With it, a narrative and experience is built beyond the game design. These games would basically collapse on itself if it did not have the community spurring it on with their interactions, and a common complaint of many popping MMOs that are not faring so well is how "dead" it is. But to acquire a game where MMO features are not as overt could easily be overlooked. Most would not detract points from a game for its community being dead if its designed to be relatively possible as a first player game to defeat it.
What I am curious about then is how does these MMO features contribute versus not having them? After all, if one is playing a single-player game like Catherine and then made their choice only to find they are in the minority, would that not only break their association with the character, but also affect their perspective on their decision, despite there being no "right" answer? Is it truly more enjoyable to have people influence your decision, even if it turns out to be false information, such as in the Souls series?
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