As opposed to games where it encourages a free for all sort of, it’s nice to see a game where it encourages a cooperative effort to destroy that ultimate evil you mentioned.
As we began writing our design document, one of our guiding principles was that we were, first and foremost, creating a role playing game. One of the principal foundations, we believe, of good role playing is cooperation. All of our quests and encounters will be constructed on the presumption that a group, either formal or informal, of players will work together to complete them.
That being said, we will not be creating any arbitrary game mechanics (no group only restrictions save for puzzles that require two actions to be performed at the same time) that exclude solo players or smaller groups from attempting quests or other challenges and most of the larger quests, especially the ones in the upper tiers, will have several completion paths. Some of these will allow a determined and talented solo player – albeit by dint of an Herculean effort and extreme expense in terms of resources and time – to complete the quest.
The Heruclean effort; that does really add a nice touch, I think. It doesn’t have to be about that group experience but it is a nice option. Even better is the choice to go alone or with a group is pretty nice.