leaguer of one wrote...1.Then you are focusing on the wrong aspect. Mean is irrelivent in the case of tactics, gameplay, and learning compared to results except if that means improve or degrade the results.The results are 100% relivent. It the reason we do any thing with the gameplay. If the results of are actions are always falure, we don't do any thing to get to those results.
How those results are achieved is called "gameplay". We are discussing gameplay. I consider gameplay to be the important aspect of the design of gameplay.
leaguer of one wrote...Seem to ignore the fact here that dao gameplay bacily is just a sp mmo where you control 4 characters at once instead one.
Again, you're saying that the only difference is that it's completely different. I'm not ignoring it, I'm saying those things are different. 1 does not equal 4, not matter how you insist or call them hairs.
With one person planning and enacting the methods of interaction and control need, by definition to be different from those of a group, because groups think and act differently to individuals.
A few examples:
Friendly fire is on and you want to aoe a group of enemies, because that's the most efficient method. With one person in control, having melee stand aside is no issue, because they player is still engaged. In a group, that person needs alternate engagement or they're standing around like a lemon. More likely than not, they won't be standing aside at all.
But that's with friendly fire, right? Which is bound to cause problems in multiplayer, so that's something that doesn't translate, a disctinction between the modes.
You're about to drop your big aoe, there are a whole bunch of dudes, why wouldn't you? - but just before you do, someone drops theirs, why wouldn't they? You've wasted your aoe. In multiplayer the design has to consider that abilities will be wasted in this way, that there is a risk element to their usage because you don't control all interactions. In single player, you do, so that risk doesn't exist and doesn't need to be considered in the complexity or difficulty of tactical design.
The healer can heal that while this is controlled, covering two bases - that can't be communicated instantly, or well between a group but can be assumed of an individual.
In a multiplayer each person needs to be engaged, to be making decisions based upon their individual role. In single player, none of that applies, the decisions need to exist at a party level.
They are different modes, with different goals and different designs.