Downtime has always been considered a negative. It’s meant to be something players have to mitigate. Developers create abilities meant to reduce downtime or make it more bearable. That said, downtime is not only necessary but adds remarkable depth to a virtual world.
Players need reasons to play smart. Modern MMOs seem to be operating on this idea of unlimited combat resources and spamming abilities. The goal in combat is to simply avoid death which is usually brought by standing in a red circle or not DPSing fast enough. Once upon a time mana pools had to be managed and a healer would actually have to sit between heals. The entire group had to think about maximizing their potential in order to avoid the amount of downtime a group experienced.
Downtime hasn’t always been a group only mechanic. Downtime used to be a bigger issue for solo players. Â Now’days it’s simply a matter of following quest markers–you can do that all day long and never stop. In the past, sometimes you’d find one mob you want to kill and wait for it to respawn. Respawns added to downtime, but sometimes you had to wait for your mana to regen.
I remember very clearly the internal debate I would have about whether or not to group up. Bad groups have downtime, but good groups could avoid the issue altogether. Sometimes a good group could pull non-stop because of the classes or the player skills. Sometimes a bad group meant waiting for a healer who can’t manage her mana, or DPS who can’t avoid being hit.
Just the fact that this was a thought process at all is kind of cool because it meant there were complex decisions. Avoiding slow or downtime heavy groups meant figuring out who was a good player. The downtime mechanic built reputations (good and bad) and created diversity in the grouping experience. Â Every group is the same these days–you don’t even have to talk to people anymore. That diversity is fading as these mechanics like downtime begin to go away.
Focusing on the negative is easy. People don’t like to wait or have limitations. I get that, but it’s the fact that you don’t want those negative things to happen that makes having them so great. If nothing can go wrong, and nothing can slow you down, where is the depth? I’m in favor of adding complex decisions and thought back into MMOs. I’ve sorta had my fill of mindless button mashing and every experience, group or solo, being dumbed down to the least common denominator.