I think even the dynamics of group play have been to dumbed down. There is no reason to group or create a perma grind group. Take wow 5 man dungeons heroic or otherwise, so easy anyone can do it. Take Everquest, 6 man dungeon group, crowd control was a must. Most games today, crowd control is for pvp not for group environments. The art of the split pull, why did this ever have to happen? Well because the trash mobs hit so hard you had to split or crowd control one or 2 npcs while you defeated another. Only bosses give the fear of death in any current mmo, everything is just pull pull until you get to the boss. Rift started off right, then its dungeons became more of the same. Open instanced dungeons are a lost art, dungeons where more then just 1 group of players could be running it at the same time. This goes hand in hand with linked npc groups, npcs can only be attacked by your group once engaged. Getting rid of linked npcs would bring back trains and the above mentioned split pulling. When a game goes back to the style of dungeons Everquest had then you will see a reason for grouping. Until this happens keep enjoying lame solo play with no fear of death. Dynamic events like Rifts well rifts and GW2s events do give me hope for the genre, would be nice to see Wildstar having these events as well.