Or at least I don't want them to be the main thrust of the solo gameplay experience in the game. I say this because a lot of the talk about solo players and the elder game seems to revolve around solo instances, but I very much hope to only spend a tiny portion of my soloing time inside these sorts of instances. I consider myself very much a "solo" MMO player, but the key to being a solo MMO player is to be one amongst many, to solo while around other people. If all I wanted to do is play entirely by myself, there are plenty of single player games for that. The charm of playing as a solo player in an MMO is to be doing your own thing, at your own pace, responsible only for yourself, but to do it around other players. It's in clearing mobs in an area, while other players are also clearing the same mobs. You might help another player finish a mob off, they might help you finish one off. You might help them up when they're downed, they might help you up. You might spread buffs to each other, etc. You might team up with dozens of other players to take on massive open world bosses. The distinction between a "solo" player and a "group" or "raid" player is not that the solo player never interacts with others, it's just in the nature of that interaction. A solo player might take on some content with four or more other players, he just never uses the "/invite" or "/join" commands to formalize that situation. If he wants to show up and help people out, he just does. If he wants to leave and do something else, he just does. He doesn't need a /party chat box to talk to just four other people, he uses /say to talk to everyone in the vicinity, or /map to talk to everyone in the zone, and holds conversations on those channels with other players. I have eight level 80s in GW2 right now, and in that game I only group up to run dungeons, spending about 90% of my time ungrouped in any way. Even though I sped 90% of my time "solo," I only spend maybe 10% of my time completely alone in the world, and often that's just by chance, because nobody happens to be around the thing I feel like doing at the time. Of those 8 characters, only one of them has actually completed the "solo instance" story mode of the game, the other characters are mostly stalled out around the level 40 story missions because I just lost interest. I have no more personal interest in running a solo instance than I do in running a grouped instance, really. So I just very much hope that the Wildstar Eldergame does not revolve around instanced content, and that especially the solo content is not designed entirely around solo instances that cut you off from the world. They can have a few of these sorts of missions, maybe something you'd do one per week or less, but they should not make up the majority of the solo player's progression track. If I reach a point where I'm finding myself doing more instanced content than open world content, that's likely the point where I'll lose interest and move to something else.