Some games do create a need to depend on some. For example, in Old School Runescape, you make a decision in a quest and rely on someone who made a different decision. You cannot change it and you do depend on them. So they may feel obliged to reciprocate. The obligation is created due to a game design decision rather than because of an intrinsic decision of players.
Some games are set in such a way where you cannot of progress without assistance. New players can get locked out of progression. Maybe this could be relevent in those cases.
This one is a fair point.
Some games do create a need to depend on some. For example, in Old School Runescape, you make a decision in a quest and rely on someone who made a different decision. You cannot change it and you do depend on them. So they may feel obliged to reciprocate. The obligation is created due to a game design decision rather than because of an intrinsic decision of players.
Some games are set in such a way where you cannot of progress without assistance. New players can get locked out of progression. Maybe this could be relevent in those cases.