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	<title>Comments on: Where&#8217;d the Social Go?</title>
	<atom:link href="http://www.nerfbat.com/2009/07/09/whered-the-social-go/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/</link>
	<description>Game design, development, and industry commentary by MMO Game Designer Ryan Shwayder.</description>
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		<title>By: Ryan Shwayder</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-87083</link>
		<dc:creator>Ryan Shwayder</dc:creator>
		<pubDate>Fri, 17 Jul 2009 12:57:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-87083</guid>
		<description>No, but it&#039;s certainly one of the most important aspects of it. Without that, communities don&#039;t form as well as they should within a game. They become groups of RL friends or guildmates, and people don&#039;t have social bonds with nearly as many others.</description>
		<content:encoded><![CDATA[<p>No, but it&#8217;s certainly one of the most important aspects of it. Without that, communities don&#8217;t form as well as they should within a game. They become groups of RL friends or guildmates, and people don&#8217;t have social bonds with nearly as many others.</p>
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		<title>By: JuJutsu</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-87017</link>
		<dc:creator>JuJutsu</dc:creator>
		<pubDate>Thu, 16 Jul 2009 18:45:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-87017</guid>
		<description>So social equates to small groups engaged in a cooperative task.</description>
		<content:encoded><![CDATA[<p>So social equates to small groups engaged in a cooperative task.</p>
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		<title>By: Ryan Shwayder</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-87014</link>
		<dc:creator>Ryan Shwayder</dc:creator>
		<pubDate>Thu, 16 Jul 2009 16:57:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-87014</guid>
		<description>The big issue with pre-endgame WoW is not that they don&#039;t require grouping (or player interaction in general), it&#039;s that they don&#039;t reward it. You&#039;re actually at a tangible disadvantage doing quests in normal zones with other players in terms of advancement and quest completion speed, which is terrible. If only they made it slightly beneficial to cooperate with others, or at least not disadvantageous, it would encourage a better community among strangers.</description>
		<content:encoded><![CDATA[<p>The big issue with pre-endgame WoW is not that they don&#8217;t require grouping (or player interaction in general), it&#8217;s that they don&#8217;t reward it. You&#8217;re actually at a tangible disadvantage doing quests in normal zones with other players in terms of advancement and quest completion speed, which is terrible. If only they made it slightly beneficial to cooperate with others, or at least not disadvantageous, it would encourage a better community among strangers.</p>
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		<title>By: JuJutsu</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-86997</link>
		<dc:creator>JuJutsu</dc:creator>
		<pubDate>Thu, 16 Jul 2009 11:28:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-86997</guid>
		<description>&quot;People really do need a reason to need each other in order to maintain social ties.&quot;

Yup, that&#039;s why all those social networking things are doing so poorly. :rolleyes:

I suspect it&#039;s another case of people-not-doing-what-I-want = weak-community.</description>
		<content:encoded><![CDATA[<p>&#8220;People really do need a reason to need each other in order to maintain social ties.&#8221;</p>
<p>Yup, that&#8217;s why all those social networking things are doing so poorly. :rolleyes:</p>
<p>I suspect it&#8217;s another case of people-not-doing-what-I-want = weak-community.</p>
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		<title>By: Jason</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-86932</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Wed, 15 Jul 2009 19:42:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-86932</guid>
		<description>WoW has no barriers on being social (aside from Horde not being able to talk to Alliance), and yet the game is so accessible that there is no benefit to being social until after you&#039;ve gotten to the top level and decide you want to raid.  Some people like that, but in my experience it builds weaker communities.  People really do need a reason to need each other in order to maintain social ties.</description>
		<content:encoded><![CDATA[<p>WoW has no barriers on being social (aside from Horde not being able to talk to Alliance), and yet the game is so accessible that there is no benefit to being social until after you&#8217;ve gotten to the top level and decide you want to raid.  Some people like that, but in my experience it builds weaker communities.  People really do need a reason to need each other in order to maintain social ties.</p>
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		<title>By: Errant</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-86931</link>
		<dc:creator>Errant</dc:creator>
		<pubDate>Wed, 15 Jul 2009 19:32:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-86931</guid>
		<description>Personally I think the present form of level-based advancement is a key factor that can stratify any mmo. Even if present day mmo&#039;s had not been adjusted to make it more accessible to the casual gamer, with the leveling system the average mmo player has the incentive to ignore and abandon past content once they cleared it by level. With no true incentive, there is no reason to go back to out leveled content, even less reason to play with an newer player. I think FFXI tried to address early on by the introduction of quests and dungeons that  would roll back a character&#039;s level to a specific level cap, in order to generate a level of challenge and reliance on other people. The drawback then was that a geared out character would be forced to un-equip his gear, leaving him to challenge a difficult dungeon in his skivvies with only one skill ability. 

If mmo developers still seek to develop a level based game in this day and age there are certain things that should be included. First would be a mentor system, or something similar to CoH&#039;s sidekick system. Conceptually they are good ideas, which allow for players divided by the level gap to play with each other, but they have both lacked the incentive to lead to grouping up. The next thing required would be a form of intelligent system that can adjust dungeons to match the difficulty to the group&#039;s makeup. This could be in the form of having inaccessible portions the dungeons open up at some point, or matching rewards to the player level. 

Another possible tactic might be to eliminate quest hubs and instead have the character pick up the quests by proximity to an area, event or landmark. Then, combine that by creating high risk areas that are know to have significant rewards, but require a group to survive. Other incentives to go into such, or to revisit them, areas might include unlocking other areas, or the completion of end level quests.  I think that Warhammer&#039;s public quest system was a step in the right direction, but failed in its execution.</description>
		<content:encoded><![CDATA[<p>Personally I think the present form of level-based advancement is a key factor that can stratify any mmo. Even if present day mmo&#8217;s had not been adjusted to make it more accessible to the casual gamer, with the leveling system the average mmo player has the incentive to ignore and abandon past content once they cleared it by level. With no true incentive, there is no reason to go back to out leveled content, even less reason to play with an newer player. I think FFXI tried to address early on by the introduction of quests and dungeons that  would roll back a character&#8217;s level to a specific level cap, in order to generate a level of challenge and reliance on other people. The drawback then was that a geared out character would be forced to un-equip his gear, leaving him to challenge a difficult dungeon in his skivvies with only one skill ability. </p>
<p>If mmo developers still seek to develop a level based game in this day and age there are certain things that should be included. First would be a mentor system, or something similar to CoH&#8217;s sidekick system. Conceptually they are good ideas, which allow for players divided by the level gap to play with each other, but they have both lacked the incentive to lead to grouping up. The next thing required would be a form of intelligent system that can adjust dungeons to match the difficulty to the group&#8217;s makeup. This could be in the form of having inaccessible portions the dungeons open up at some point, or matching rewards to the player level. </p>
<p>Another possible tactic might be to eliminate quest hubs and instead have the character pick up the quests by proximity to an area, event or landmark. Then, combine that by creating high risk areas that are know to have significant rewards, but require a group to survive. Other incentives to go into such, or to revisit them, areas might include unlocking other areas, or the completion of end level quests.  I think that Warhammer&#8217;s public quest system was a step in the right direction, but failed in its execution.</p>
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		<title>By: JuJutsu</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-86822</link>
		<dc:creator>JuJutsu</dc:creator>
		<pubDate>Tue, 14 Jul 2009 22:03:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-86822</guid>
		<description>&quot;But well run groups are enjoyable and profitable to the individuals involved. Poorly run groups aren’t.&quot; That may be but it&#039;s irrelevant. People, on the whole, are social entities. They don&#039;t need to be incentivized to be social, they don&#039;t need to have game designers as &#039;social engineers&#039; to make them social.

Of course my guess is that there as many definitions of &#039;social&#039;, &#039;socializing&#039;, and &#039;community&#039; in this thread as there are posters.
Probably just as many theories about why the &#039;good old days&#039; are gone and how to bring them back...except for me. I didn&#039;t think the good old days were that great then and the passage of time hasn&#039;t made me nostalgic. I&#039;ll be happy if Copernicus is an accessible game and they don&#039;t build in barriers to being social.</description>
		<content:encoded><![CDATA[<p>&#8220;But well run groups are enjoyable and profitable to the individuals involved. Poorly run groups aren’t.&#8221; That may be but it&#8217;s irrelevant. People, on the whole, are social entities. They don&#8217;t need to be incentivized to be social, they don&#8217;t need to have game designers as &#8216;social engineers&#8217; to make them social.</p>
<p>Of course my guess is that there as many definitions of &#8216;social&#8217;, &#8216;socializing&#8217;, and &#8216;community&#8217; in this thread as there are posters.<br />
Probably just as many theories about why the &#8216;good old days&#8217; are gone and how to bring them back&#8230;except for me. I didn&#8217;t think the good old days were that great then and the passage of time hasn&#8217;t made me nostalgic. I&#8217;ll be happy if Copernicus is an accessible game and they don&#8217;t build in barriers to being social.</p>
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		<title>By: sam</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-86809</link>
		<dc:creator>sam</dc:creator>
		<pubDate>Tue, 14 Jul 2009 19:07:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-86809</guid>
		<description>The fiction of ‘Homo Economicus’ is just that, a fiction. Homo Sapiens is a pack animal by genetic heritage.

Simply silly.  Yes by genetic we are group animals . But well run groups are enjoyable and profitable to the individuals involved. Poorly run groups aren&#039;t.  And long term it applies to any group of humans you talk about.  US, Europe, Japan well designed and carefully thought out systems that were applied, and constantly undergoe tweaking.  Thus those societies for the most part work well. 

Other models, Russia, Afghanistan, most of Africa, South America where there are for the most part no real attempts to put into place systems that benefit everyone are complete and utter messes. 

Communities are communities real or online.  The rules, design, behavior that is enforced in positive and negative ways all contribute to that. I&#039;ll admit its as much art as science but I honestly believe the thought that the designers can only make it easier and not fuck it up is a complete cop out.   Of course in the real world if you fuck it up you have anarchy in the streets .  In a game community you just get another job. so a cop out onlne is far easier to cope with. 

Its just like real life.  The government can&#039;t do everything, the people can&#039;t do everything you have to find that magical synergy where the government can get the people behind its policies and make them work.  Just change government with developer and my opinion for the nickel it&#039;s worth is that its just as applicable.</description>
		<content:encoded><![CDATA[<p>The fiction of ‘Homo Economicus’ is just that, a fiction. Homo Sapiens is a pack animal by genetic heritage.</p>
<p>Simply silly.  Yes by genetic we are group animals . But well run groups are enjoyable and profitable to the individuals involved. Poorly run groups aren&#8217;t.  And long term it applies to any group of humans you talk about.  US, Europe, Japan well designed and carefully thought out systems that were applied, and constantly undergoe tweaking.  Thus those societies for the most part work well. </p>
<p>Other models, Russia, Afghanistan, most of Africa, South America where there are for the most part no real attempts to put into place systems that benefit everyone are complete and utter messes. </p>
<p>Communities are communities real or online.  The rules, design, behavior that is enforced in positive and negative ways all contribute to that. I&#8217;ll admit its as much art as science but I honestly believe the thought that the designers can only make it easier and not fuck it up is a complete cop out.   Of course in the real world if you fuck it up you have anarchy in the streets .  In a game community you just get another job. so a cop out onlne is far easier to cope with. </p>
<p>Its just like real life.  The government can&#8217;t do everything, the people can&#8217;t do everything you have to find that magical synergy where the government can get the people behind its policies and make them work.  Just change government with developer and my opinion for the nickel it&#8217;s worth is that its just as applicable.</p>
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		<title>By: JuJutsu</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-86798</link>
		<dc:creator>JuJutsu</dc:creator>
		<pubDate>Tue, 14 Jul 2009 16:55:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-86798</guid>
		<description>&quot;We have communities because of self interest. We work together because it makes our lives better.&quot; The fiction of &#039;Homo Economicus&#039; is just that, a fiction. Homo Sapiens is a pack animal by genetic heritage.

&quot;There are just some people whose fun is ruining other peoples fun and they need to be run off.&quot; If only it were possible. The only thing that seems to work is to systematically remove their ability to ruin other peoples fun through the design of the game. Punishment? Like what? Fines or jail time? Riiight. Capital punishment? Works a bit in EVE but suicide ganking still occurs. 

&quot;Building that said community is hard work and not fun for most. You can’t rely on the players to do it for you.&quot;

ONLY the players can do it. All the designers can do is to make it easier and not fuck it up.</description>
		<content:encoded><![CDATA[<p>&#8220;We have communities because of self interest. We work together because it makes our lives better.&#8221; The fiction of &#8216;Homo Economicus&#8217; is just that, a fiction. Homo Sapiens is a pack animal by genetic heritage.</p>
<p>&#8220;There are just some people whose fun is ruining other peoples fun and they need to be run off.&#8221; If only it were possible. The only thing that seems to work is to systematically remove their ability to ruin other peoples fun through the design of the game. Punishment? Like what? Fines or jail time? Riiight. Capital punishment? Works a bit in EVE but suicide ganking still occurs. </p>
<p>&#8220;Building that said community is hard work and not fun for most. You can’t rely on the players to do it for you.&#8221;</p>
<p>ONLY the players can do it. All the designers can do is to make it easier and not fuck it up.</p>
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		<title>By: sam</title>
		<link>http://www.nerfbat.com/2009/07/09/whered-the-social-go/comment-page-1/#comment-86792</link>
		<dc:creator>sam</dc:creator>
		<pubDate>Tue, 14 Jul 2009 15:31:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=1681#comment-86792</guid>
		<description>I find it interesting that most gamers and developers seem to think that building a community ingame would be any different than building it out of game. 

We have communities because of self interest. We work together because it makes our lives better. Thats the only way it will ever work in a game community as well. If soloing is just as productive as grouping them grouping fails because soloing is just as productive and easier.  No disagreements no sharing just all mine. 

I think if the developers would look to the world around them and pay attention to the complex layers of reward for certain behaviors and punishments for certain behaviors they might start to get it.  If they want a &quot;community&quot; they have to build an environment in which people are rewarded for social behaviors and punished for antisocial behaviors.   I know the idea of any kind of punishment sends most of my fellow gamers into orbit but  I honestly believe an all rewards system will never work well. There are just some people whose fun is ruining other peoples fun and they need to be run off. 

The simple fact is a good community is fun.  Building that said community is hard work and not fun for most.   You can&#039;t rely on the players to do it for you.</description>
		<content:encoded><![CDATA[<p>I find it interesting that most gamers and developers seem to think that building a community ingame would be any different than building it out of game. </p>
<p>We have communities because of self interest. We work together because it makes our lives better. Thats the only way it will ever work in a game community as well. If soloing is just as productive as grouping them grouping fails because soloing is just as productive and easier.  No disagreements no sharing just all mine. </p>
<p>I think if the developers would look to the world around them and pay attention to the complex layers of reward for certain behaviors and punishments for certain behaviors they might start to get it.  If they want a &#8220;community&#8221; they have to build an environment in which people are rewarded for social behaviors and punished for antisocial behaviors.   I know the idea of any kind of punishment sends most of my fellow gamers into orbit but  I honestly believe an all rewards system will never work well. There are just some people whose fun is ruining other peoples fun and they need to be run off. </p>
<p>The simple fact is a good community is fun.  Building that said community is hard work and not fun for most.   You can&#8217;t rely on the players to do it for you.</p>
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