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  Bring Real Socialization Back Into MMOs Or Else!
by Edward Hunter on 09/01/09 11:23:00 am   Expert Blogs   Featured Blogs
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  Posted 09/01/09 11:23:00 am
 

Here's the thing.  Adults, let's say for the purposes of this writing that we mean males and females between 35-49, are playing MMO's and many many other massively social games.

But  this is also the audience that played early MMO's to begin with, if you think about it.

Way back when, MMO's were social engines wrapped around the role playing game metaphor.  It isn't that this was the design, this was combining what was 'easy', online social interactions via text, with what was the 'evolution line' of the process, the suspension of disbelief.

The presentation of fantasy to the player was always the tough part and in most cases the part of the experience that recieved the most attention of development.

Unfortunately, as we evolved from these early games to graphical, a couple things happened.

 First, just having graphics in your MMO meant an entire new culture of players, players who were never at the 'console' or familiar with older internet protocols & services.

Secondly,  going graphical gave the players eyecandy, sure, but it immediately also decoupled the direct social interaction to a degree.  In early MMO's, people would augment thier social interactions with emotes to more completely express the visual of what was happening.  This mimicing of the games presentation via social context interactions was core to the MMO experience, and created a level of personal realism that we've not seen since.

 So between these two things, a growing audience with no previous experience and a decoupling of the social focus within most MMO's and here we are today really not that many years later.

 You should not have to force people into social situations in an MMO, and please, Raid groups and 'Guilds' are not social situations in the MMO's today.  There is no difference, typically, in these social interactions and those you would find in your typical IM conversation or Facebook thread.

The conversation, and the interaction, relates to the immersive experience only inasmuch as it portrays to the players game context e.g. 'this lewt' or 'that pvp'r'.

I'm certainly not saying that if the talk isn't full of 'thee's and thou's' that it somehow betrays the very nature of the medium.   

 But I am saying the decoupling and audience explosion have created a pathway away from social interaction, social reward  if you will, in modern MMO's.

 Ok, so theres the problem.  How do you fix it?  It's actually kind of easy and frankly the approach can sometimes be the byproduct of minor design flaws such as missing backstory elements or underdocumented features.

But mostly it relates to creating drivers for player social interactions that seem natural to the games context.

Creating a tavern you go to because 'thats where the x vendor is' or, because a quest starts there basically accomplishes one thing.  A room where social interaction doesnt' ever occur because its really just a traffic flow point.  Goal?  Go in, do something, get something, go.

 In real life, this would kill all hope of genuine 'conversation' or interaction between groups.

Don't make areas you'd like to see players congregate in major traffic hubs.

 Passive skills are a great way to encourage social interaction.  Recalling EQ's language learning and Dragonrealms 'Teaching', these systems  drew players together to use passive skills, but during this time they would also interact.  Because the reason for this interaction was fully contained within the games context, players were more likely to approach it as a avatar character, rather than the avatar's player.

 Reward systems are another great way to gently nudge players towards social interaction that is improved in quality and quantity.  Players able to reward themselves and each other for social actions within the game will do the trick and the idea is extensible enough to apply to many game mechanics. 

It could be that the leader of hunting groups that uses battlecalls, assists and encourages other players recieves bonuses to leading groups that only actually leading the group can earn.   You end up with 'leaders' roleplaying the 'leader' in a game relevant and social way.

You'll notice that most of the ladder and reward trinkets in massively social games have not to do with number of kills (though this is certainly a factor in some), but rather number of 'minions' recruited, size of group sort of thing.  In MMO's this work's well too, but it must be compartmentalized in order avoid simply generating massive  blobs of people who group up  just to have the largest 'group'.

Size of groups should also not be the main focus of fame or reward, for one, because they no longer have to be.  Easily in todays MMO you could reward groups & guilds and rank them based on how cooperative or collaborative they are, how often x % of them or more congregate in certain areas, etc.

Get more serious about encouraging role play.  This might seem like a unrealistic concept because who wants to do that right?

 Don't forget that the  original driver for the MMO was role play and that arguably the only reason MMO's truly exist is to foster that suspension of disbelief that people love; the one that makes then 'be' the orc or the detective, or the space ship captain.

People no longer need MMO's for a 'game where people are', social networks and games within that context are serving those need now in a non RP, very close to real life conversation kind of way. 

 I say, it's time someone return MMO's to the root of it all, the immersive role play experience.  I'll know its here when I'm in a game where the character simply means too much to me personally to ever get rid of.  Of course, it's anyone's guess if that is even possible anymore.

 Sound like a challenge?  It is.

 
 
Comments

Thomas Whitfield
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I think if some social mechanics are there, then people will revert to what I call "passive RP." In that they won't break fiction too much, but won't go out of their way to actively RP.

To use Pre-NGE SW:G as an example. Everyone was afraid that Cantinas/Entertainers would make everyone crazy and angry... and create 1,000 bots... it was pretty successful as a game mode. I'd argue that grinding professions to unlock Jedi created far more entertainer bots than the mechanic did itself.

People really did hang out in the Cantinas far longer than needed to refresh their blue (Mind) bar. Mostly people would chat about game stuff, guildies, and "the fish / bantha / rancor was THIS big." Stories. Sure a few talked about baseball, etc., but mostly people kept out of game stuff private. met a lot of people playing SW:G. Met almost nobody playing EQ2, and very few playing WoW.

I think one of the big social differences between EQ1 and EQ2 wasn't language learning (everyone I knew used spamming for that, making talking pretty hard to do)... it is one of the biggest boogeymen in MMOs today...

Downtime.

EQ1 had buckets of downtime.
When the buckets were full, you conjured more (thus ironically creating more mana meditating downtime to store your downtime).

Downtime in EQ1 is where I met most of my online friends. When you are sitting on your butts waiting fro man, the next re-spawn or whatever, you fill up the time with chatting. In game, out of game topics... whatever. I know no less than 20 people who married someone they met in EQ1... though I'll admit some of them married each other Maybe another 20 are in serious long term relationships (which may or may not include shared bank slots).

I hadn't seen that level of interaction again until SW:g. Again with forced downtime, but this time more centrally located, actualyl widening the pool of people you interacted with beyond the 5 other people you were grouped with in EQ1.

We move to EQ2 / WoW, and being in a group is all about how fast you can clear an instance. Maybe, just maybe, you might end up on a voice channel... but if you do, there is like a 90% chance it belongs to your guild and you already know the people in it... probably from EQ1...or some other old school downtime game.

Games like UO promoted hanging around as an activity, because the stuff to do was mostly player generated anyway. Once you skilled up, you mostly made your own fun. There was content, but everything was more sandboxy.

As MMOs embrace the speed grind to max level (where apparently the game begins)
We don't see a lot of socializing until people hit max level (bringing us more to a UO model again). Max level characters sitting around in a chat someplace (on my WoW server it is trade chat... RIP barren's chat. In other games it may be LFG... the more global the channel the more likely it will be full of chatting) between making their own fun (or running an instance for the 400th time).

To quote John Hughes:

"Life moves pretty fast. You don't stop and look around once in a while, you could miss it. "

Same is true of social interaction in MMOs. Everyone needs to slow down.

Lance Rund
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One thing to note about many of the "Facebook" style social games (i.e. the ones in which you get more mojo for having a larger "cloud of connections" in the game)... the most successful players, with thousands of "connections", are not really connected at all. They get lists of accounts from brokers (some for pay, some for free), and minmax their way to success by sending out invites to people they have never met before and will never speak to again. This is not a knock on players like that; they've figured out how to win, entirely within the acceptable bounds of the game, given the game's methods and rules.

The above doesn't exactly count as "social". There's no personal connection between recruiter/recruited other than a name in a text file.

By my own strange way of thinking, a game isn't "social" if the interactions are so impersonal and lack meaning other than an increase in your numbers. Making personal interactions have context and durability is the key, and that's much harder (especially given that you can't force the players to interact like that... you can lead two horses to water, but you can't make them talk to each other). A great deal of it has to do with creating a game community that is a real community, and the person doing that won't be a coder. At various GDC seminars I've attended, it's been stressed that a Community manager really needs to be among the first half dozen hires, and when that person asks for something to be included in the game or in the company website, you really need to do what you can to implement it.

MMOs. Come for the game, stay for the people.

Enrique Dryere
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"Don't make areas you'd like to see players congregate in major traffic hubs."

This is a great point, as is the one made by Thomas Whitfield, in which he states that players must slow down to have time to properly interact, as they did in EQ.

While strategies that separate or partition socialization from action game play seem the most natural, and simplest course, I believe the only way to move forward is through incorporation.

In a game like Dragon Realms, teaching or the work of empaths, were both parts of the game play and encouraged social interaction. These were simpler times with much slower paced action that allowed for a more seamless merger.

But how can you integrate social interaction with faster paced action? There are constraints placed on players' actions by time and focus. Not to mention that VOIP software makes it considerably harder and less inviting to roleplay.

This leads me to believe that modern roleplaying must include "action roleplaying," or playing the role of a character through actions rather than simply words. That is to say, whether you are playing a warrior, wizard, or rogue you should feel like one as you fight and quest.

Creating greater immersion in game play and with NPC interactions will make players more likely to want to "stay in their roles" when they approach slower-paced, social situations. Games should not fear granting experience differently to each class (as it was done in Dragon Realms for instance).

This is another perennial problem of the modern MMO, a rogue and a priest generally have to do the same things to gain experience.

Andre Gagne
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Interesting... This strikes me as one of the major design flaws we saw in Tabula Rasa. The game had an awesome UI, slick graphics, and a kick-ass setting; but only marginal social aspects (and it was released 3 months early).

TR was in many ways a single player MMO.

James Portnow
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Awesome piece! Coming to PAX?

Owain abArawn
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My comments apply to PvP-centric games, since the AI in PvE MMOs is typically strongly lacking, but I dispise games that shove 'social interaction' down your throat. If I want to interract with someone, I want to do it on my terms. The problem I have with this proposed scenario is that the vast majority of people who play MMOs are not to be trusted. For most of them, I am far more inclined to want to gank them than group with them, although even in my old Ultima Online days, I was far from being a random PK, but rather was always an anti-PK.

The text based MUDs that Ed Hunter waxes on about with such nostalgia were hand crafted affairs, typically run by one person who knew everyone playing their games by name. As such, they were well positioned to be able to deal with the occasional sociopath, and weed them out when necessary.

Modern MMOs are mass media entertainment vehicles serving audiences that number in the millions. This encourages annonimity to such an extent that is seems that the majority of MMO players are sociopaths rather than being exceptions to the rule.

I have been in the same player guild for 10 years ever since I joined the group back on Ultima Online Siege Perilous. That is my community. I know them all by name, and I trust them implicitly. Since UO, we have been together in multiple MMO offerings. We have had many allies, most of whom I trusted provisionally, some of whom I trusted reluctantly, and some of whom I trusted not at all, and in each case, my caution was usually justified. Everyone else is considered an active enemy until proven otherwise. That approach has served me well over the years. I rarely attack first except in the case of known enemies, but I never seem to have any shortage of people willing to attack me with no provocation whatsoever. Since I prefer a free for all PvP environment, this is not a bad thing, and permits me retain my part as the honorable combatant from a role playing point of view. Who says you can't RP in a free for all PvP environment? ;)

I will choose with whom I want to interract, and how. If MMOs developers wish greater social interaction in their games, they need to cultivate a better class of gamer.

Thomas Whitfield
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I'd argue that you are having social interaction Owain abArawn... but it just involves more hot pokers than for other people. I bet you have reputation (good, bad or respected) with many people on whatever server of whatever game you are currently playing... even if you wouldn't spit on them if they were on fire (because you probably lit that fire).

"Look out for that guy, because he will melt your face." IS Social Interaction. FFA PVP worlds have different societies than PVE and RP ones.

Owain abArawn
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Thomas, on the contrary, I am merely a gentle soul struggling to survive in a succession of hostile environments, which is why I usually wear heavy plate, carry a well honed blade, and appreciate small unit tactics and the application of overwhelming force.

Actually, the MMO that had the most congenial society was the MMO that frequently is unjustly maligned whenever PvP games are discussed, namely the original old school Ultima Online (not the current abomination). Yes, the wilderness was overrun with vile murderers well deserving of the application of swift player justice, but in town, it was different. Yes, you would have the odd fellow macroing Spirit Speak in the town square, and you had to walk over a carpet of the bodies of thieves on your way to the bank, but there was also a steady coming and going of ordinary citizens, events, marriages, merchants, craftsmen, and so forth, and interaction was common and plentiful. Even outside town, generally if a person were innocent (blue), you could be reasonably sure they could be trusted, although there were always the occasional exceptions. And no quest grind. Players forged their own destinies.

As Ed mentions, the advent of class/level/quest games changed much of that, and current games feature the mad level/quest grind, and interraction be damned. The absence of an equivalent of the UO notoriety system has also resulted in degrading interactions in that instead of greeting an innocent traveler with a hearty "Hail, and well met", players have to keep their heads on a swivel, because monotonously, every encounter results in a fight to the death, so those of us who hold current npc AI in contempt have little alternative. Either a game that features an endless sucession of "kill 10 vorpal bunnies" quests, or be thrust into the meat grinder. There seems to me to be little middle ground.

Mortal Online claims to be returning to the Ultima Online mode of game design, including the blue=innocent, red=murderer system. If so, that will be good new to those of us who tire of class/level/quest grind, and look forward to the return of the concept of accountability and player justice in an MMO.

Thomas Whitfield
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Owain The biggest problem with UO was that it was early in the age of graphical MMOs.

It was just "too scary in the forest" for a lot of people just starting to game. I can see why companies went a different way to grow the market.

Now, with so many players wandering around, I think there is a good market for a game with a UO style model again.

I don't know. I thought SWG could have gone that way before it was beaten with a baseball bat.

I play on open PVP servers sometimes on different games, but in many cases with classes, winning is more of a rock-paper-scissors deal where everyone knows who was going to win before it even started.

My UO days weren't marked by that much ganking (as the giver or recipient) It wasn't that random.... more of a "usual suspects" feel to it. Hell, there were RP PKs that hung out in certain areas ( I guess they read books or something while waiting around) charging tolls and otherwise causing predictable mischief.

I miss the game, but can't say I miss the graphics.


Owain abArawn
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Thomas - Yes, UO graphics are obsolete, but the original game play is still without peer, in my opinion. That is why I am looking forward to the release of Mortal Online, and hope to take part in the beta test as well. They promise to implement what is, in effect, an up to date version of UO in a full 3D environment. MO is skill based, rather than class based, and instead of riding the quest rails, they are following the 'sand box' model. From screen shots taken by a friend already in the beta, the world is huge, and it is gorgeous.

Darkfall featured a large world, but in my opinion, it was dark and ugly. In combination with the ShadowBane city conquest game play and truely horrific customer support (American players who bought the game to play on the original European server were required to buy the game AGAIN when the North American server opened. I bailed at that point.), Darkfall did not prove to be the heir to UO that I had originally hoped it would be.

I hope that with Mortal Online, my hopes will be realized. In that case, perhaps Ed Hunters wish for more meaningful social interactions will also be realized. Environment is the key, I believe, and the class/level/quest environment doesn't hack it.

Bart Stewart
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I would suggest that there's a simple explanation for the phenomenon described in the original post: the adoption of the combat- and numbers-driven Diku model for graphical (Western) MMORPGs attracted Achievers. And as they were more assertive in demanding the relatively simple competitive/accumulative content they naturally prefer, and developers (as good customer service) focused on giving it to them, the original RPGers -- the Explorers and Socalizers who enjoyed the simulationist and narrativist aspects -- found themselves unwanted in the countries of play they had been the first to map.

There's a reason why the Raph Koster-designed UO and (original) SWG are still mourned as lost civilizations: their level of worldiness was great for the Explorers and Socializers from the Elder Days of RPGs, but despised by the more numerous and more vocal Achievers as an impediment to the numbers-based first/most/best gameplay that matters to them.

If there's anything to that analysis, then the issue is larger than a simple lack of worldy/social games to play. It's not a supply problem, it's a demand problem -- Explorers and Socializers have given up on the MMORPG genre. That country belongs to the Achievers now.

Which means that there are two options for non-Achievers: take back your country, or sail beyond the sunset and seek newer worlds.

The first, I think I'm safe in saying, isn't going to happen. So the question becomes, what gameworlds have not yet been colonized? What kinds of social/world spaces appealing to the potential gamers outside of today's conventional MMORPGs remain to be mapped?

Where are the new worlds for the rest of us?

Owain abArawn
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Bart

Developers have recognized that they don't have a homogeneous market, which is why in games like WoW and it's imitators, you have PvE servers, Role Playing servers, PvP servers, and so forth. You are correct, however, that in nearly every case, the base game is designed with the Achiever in mind. I'm not sure that's the best descriptive term for them, but it will do.

Because of that, even when a WoW-esque game includes PvP, it's grafted on the back of a PvE foundation as an obvious after thought, so rarely is it properly balanced, and never does it escape from it's PvE-centric roots with an overemphasis on dropped gear as well as tired class/level designs centered around the traditional tank/healer/nuker/rogue/ranger templates.

What need is there for interaction, then? I don't need interaction, I just need to spam LFG/LFM to fill the hole in my group. I don't need to plan anything; I have a canned quest. I don't even need to consider tactics: one guy tanks, one guy heals, several guys nuke. I generally don't even need to talk unless someone isn't performing correctly, and then all I need is a keyboard shortcut to spam, "LEARN 2 PLAY UR CLASS, NOOB!"

I guess it's no wonder then that the only games in recent memory that are breaking from the WoW template are Darkfall (Adventurine, Greece) and Mortal Online (Star Vault, Sweden). US developers/producers are content to slavishly copy WoW, because they perceive that's where the audience lives, even though clone after successive clone (Vanguard, Age of Conan, Warhammer Online, to name just a few) consistantly fail to achieve expected market success.

Insanity, it is said, is doing the same thing over and over again, and expecting different results each time. If that is true, most current MMO developers are insane. No one is going to beat WoW at their own game. Innovate, or die.

Thomas Whitfield
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Bart, I think the market is actually there (PVP or not).

I think developers and publishers get cold feet and revert to model when time gets short.

Vanguard was aiming at, and getting more hardcore audience share away from wherever they were lurking, but the game shifted to basically the EQ2 and WoW market just before release (bugs aside).

There are a lot of 30+ year old players out there that are looking for something different (or similar to older games which have been blended out into near uniformity).

I don't think the players have given up on exploration /socialization, but have no supply... or no way to generate / influence supply.

If someone would build it, people would come. The developer and publisher would have to weather a boatload of suggestions by people, beta testers etc. trying to influence them into making a different game.

The current trend is to make MMOSolo games (with very optional grouping / interaction ). Tabula Rasa, Conan... in the future Stargate, Champions etc.

This isn't top say they are bad games, rather that they are cannibalizing each other for the same market share (and the same market share as WoW EQ2, LotRO etc.).

The social gamers are waiting, or enduring one of the other games with friends until something they like comes out.









Dan VanBogelen
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I am one of thoes old Uo players, and I guess it did influnce me on what I like in a MMO. Over the years I have gone up the rank of MMO games and found myself loosing interest fast.

I came up with some decent game mechanics that could solve this issue. The explorer types tend to also be into crafting and non combat roles, so development in those areas would go far. Crafting in MMO's have been getting less and less interactive, and more resource gathering oriented. The method of resource gathering has been tied into MOB killing and level restrictions, forcing people into roles they may not want to play.

SWG was one game I loved, I didn't go a traditional round and choose to play a pure merchant. I started out on day one, the system was thought to be broken, but people really didn't understand how to play the class. All I would do was go to different planets and buy bulk items from people that were just focused on crafting. I would buy low and sell high, but was accused of cheating. How dare I go out and buy from another play and resell it at a higher cost? I had one thing going for me at the time, a great location next to a busy social gathering point. I was the first person to master that skill set, and the first to build a Mall on my server. This also created a hub that later became a decent player run city. I do mourn the days of old SWG, I left after there combat change.

Dave Mark
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I will be giving a lecture next week at GDC Austin on how better AI in MMOs can encourage better community gameplay. Rather than respond to 20 different people here and on other similar posts on this subject, I posted a mass response to my own Expert Blog.

AI and MMOs - The Controversy
http://www.gamasutra.com/blogs/DaveMark/20090906/2942/AI_and_MMOs__The_Controver
sy.php


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