Encouraging Co-Operation In MMO Titles? 20
Thanks to Skotos.net for their article discussing ways players can co-operate positively in massively multiplayer games. The piece starts by talking about socializers, those "...players who are there because they want to interact not just with the game system, but also with other people", and then specifically discusses those who "...try and develop their own hierarchy by latching onto something within your gameworld to use as a token of control" (such as using friend/enemy markings in The Sims Online?) The article concludes by talking about whether MMOs encourage out-of-the-box socializing not designed by the creators: "Is your system robust enough to allow players to freeform Spin the Bottle? How about Pictionary? How about Charades?"
Cooperation? (Score:4, Informative)
Charades? (Score:5, Interesting)
Regardless, I think there's a lot than can be done to make MMORPGs more social/recreational without having to go this far. One thing I think would be great, but is really lacking in MMORPGs, are minigames. Seing able to sit down and play chess, poker, etc. at the local tavern or whatever would just be cool. Of course, games specific to the world would be even better, like a made-up card game (e.g. Tetra Master, Pazaak) or even (admittedly harder to make) things like racing games. Either way it gives people a reason to interact in a way that isn't directly part of the game, and people will undoubtedly use this flexibility creatively by holding tournaments for prizes, even gambling away their belongings. I don't really think you need to go to insane technical lengths to get people to socialize, but rather just give them a reason/excuse to do so.
Not Want to, but sometimes because they Can (Score:4, Interesting)
Many times the interaction is not because they want to, but it's just because they can.
Some people climb a mountain and then freeze to death there. Why ? Because they don't ask themselves why climb a mountain, they ask themselves why not ?
Another example would be... (Score:2)
The opposite is needed (Score:5, Interesting)
Re:The opposite is needed (Score:2)
Re:The opposite is needed (Score:3, Interesting)
If you wanted mandatory good/bad teams, that stick together according to the story, try Dark Age of Camelot. of course, there's a -reason- to seperate the good/bad in that game. because the whole point is to fight each other.
in everquest there's simply no point to maintaining verisimilitude. it's player vs environment to the extreme
Re:The opposite is needed (Score:2)
Shattered Galaxy (Score:4, Interesting)
Regiments also have something around them which isn't in other MMOs I've played: politics. Sure, there's a little bit of politics in some others, but here I mean there's tons of politics. Each faction is headed by an Overlord is elected by the populace (every paying character over level 6 has 1 vote [and yes, you can play the game without paying, you just don't get as many options as paying players]), and that Overlord has sole control over the faction's council. The council can have up to 13 members, and each member is a regiment leader. This keeps regiments as something special, unlike all the MMORPGs where there's a million guilds, an some only with a few people who want their own chat channel. The council members also get special powers, like 20% bonus HP, the ability to punish abusive players (punished players get stuck in the capital), and the ability to shout (send a message to everyone in the entire faction, rather than the usual options of a personal message, talking out loud [everyone in the current province can hear], or talking over regiment chat). So they can become quite important for faction-wide announcements, or sometimes faction-wide coordination (which is always fun). Since the Overlord and Council Members have these powers and are so important the elections are a very big deal. You see all the politics you see in real life too. Like promises of taking certain actions, putting certain people on council or taking them off (some people run for OL based largely on publicly promising to disband a particular regiment which is disliked by others), and things get very interesting. And once someone is an
The wrong perspective.. (Score:3, Insightful)
In game charades? I'd be happy if one of these games could come up with a fun combat system. Game companies seriously should ditch making the little in-game garbage (ie, SWG's fishing simulation, charades, whatever else) and focus on the core parts of the game (ie, combat, balancing races and skills, the economy, etc).
Re:The wrong perspective.. (Score:1, Interesting)
This is a genuine question, not an attempt to make fun of you - if you don't ever want to socialize, why do you play MMORPGs? Isn't the appeal of the game to interact with a massive number of people in a game world?
In game charades? I'd be happy if one o
The root problem with massmogs. (Score:5, Interesting)
more specifically, any character-advancement system that allows one player to become orders of magnitude more powerful than a 'newbie'.
first, it massively imbalances pvp. with a system that gives a player the power to kill a nearly endless stream of players weaker than himself, you simply cannot have player vs player content that appeals to the mass market.
second, it destroys the casual gamer segment. in the level based system, the casual gamer falls behind by definition, and quickly becomes a liability to most groups, not an asset. once the average character level is beyond what the casual gamer can manage, they leave, because there's no-one to play with. they can't earn 'experience' as fast as everyone else, because they don't play as much.
Furthermore, they can't even participate in the player economy. Without as much cash as the 'big boys' have to throw around, no player artisan is going to take his paltry money to make product appropriate for his character level. if they do, they'll undoubtably charge him much more than what the product sold for when the average level characters were at his level. He gets the ugly end of the player economy, just because he has fallen behind, or started late.
On top of that, even socializing is difficult. The lowbie almost certainly cannot safely travel to where the average level characters congregate alone. The game mechanics punish the casual gamer. They cast them out from the player society.
third, the levelling system wastes developer content. In everquest, the conservative estimates are at 80% of the content ever made for the game sitting idle. For all characters outside the appropriate level for any piece of content, there's no challenge, no reward -- so they don't bother (largely by design). Bust as we've already seen, the game casts out players who can't 'keep up'. for the most part, only the content suitable for the average character level matters. A glut of characters will hit a piece of content, pushing up demand for it, and crowding around it. Then they will all leave abruptly, and any changes made to alleviate competition for that content is waste. In fact, that content, overall, becomes waste. Think of all the developer time SOE sank into modelling, texturing, coding and balancing the creatures and zones in Everquest that no-one uses anymore.
Lastly, almost all levelling games have the underlying assumption that players need to be 'high' level to do 'cool stuff', see 'cool things' and fight 'cool mobs'. Newbies fight an endless stream of vermin. Hardcore players fight dragons, explore dungeons, see waterfalls and get cooler looking stuff.
The casual gamer will simply never see most of the 'cool' content. It will be wasted because nothing they experience will encourage them to suffer through the rest of the injustices of the system to try to get to the 'cool' stuff.
Basically, casual gamers simply -aren't-playing-commercial-massmogs-. They aren't there because the game design punishes them. So questions as to why the content isn't there for them is largely moot.
Worse still, the content isn't there for them, because fundamentally, it's hard(er) to make. Game developers know very well how to make bigger meaner monsters with more, shinier treasure. Few of them know how to make an engaging sandbox.
There are other roadblocks for the casual gamer: hardcoded 'groups' with limited slots, design complexity for its own sake, 'downtime', 'time sinks', unclearly conveying game rules, etc.
But they pale in comparison to the problems created by the oldest design short-cut in persistant gaming.
I talk about the casual gamer instead of the socializer directly -- simply because as the socializer does not spend most of their time achieving, they are punished by the system in the same way as casuals.
But making 'open' systems for casual/social gamers, without adressing the traditional systems that keep these same people away, is a waste.
Lost Dungeons of Norrath (Score:3, Interesting)
Everquest is making it happen (Score:2)