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Lepidus  5/01/06 11:31:38 AM

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Nathan Knaack's weekly column is back with a look at alternative social structures in MMORPGs. Every Monday, this former Rapid Reality developer pens a design-themed column for MMORPG.com.

We’ve seen many forms of social interaction in MMORPGs over the years, from loose-knit and temporary groups of people who come together with blind invitations to multiple game-spanning guilds composed of hundreds, even thousands of dedicated members. The internet will soon have more websites dedicated to MMORPG guilds than porn, it seems. It’s also no secret that game developers are starting to design content specifically for groups of 40 or more players, fully realizing that this puts most of that content beyond the scope of individuals, even those who might be willing to work with other strangers. In most games, it’s tough to keep a group of eight players together before someone crashes, leaves to do their own thing, or has to log off for some reason. In a game like WoW, where most of the high-end content requires a good-sized guild to conquer, there is a growing population of casual players, people with lacking social skills, or individuals that just prefer to play solo that are being left out.

What I believe MMORPGs could use are some additional social structures, different systems in place to give those people the option of getting involved in larger groups without having to wait in long cues, harass existing members, brown-nose their way into an elite guild. Some readers are already formulating their “don’t force anything on me” rebuttals, so I’ll remind them of the key word in this paragraph: “additional.” I’m not talking about changing or eliminating the faction/guild/clan/corporation structure of existing MMORPGs, but adding more optional structures that would provide more dynamic character interaction. I’ve spoken of this tactic before, referring to it as “tricking people into role-playing.” In this case, perhaps a more accurate description is “tempting” them into it.

You can read the full column here.

 
gjsfaun  5/01/06 1:16:25 PM

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There are some pretty innovative ideas in this article.  I will say that I want some form of control of my character (e.g. looks, race, gender, class/career) as well as the name (I want real names for my characters, and a name that fits the concept I have for my character). Family, inherritance, etc I'm all for.

One of the problems with naming conventions in games is that they generally don't allow multiple people to have the same name which leads to some pretty wacky combos.  I don't claim that this is the main reason, just a contributer.  It's very frustrating when I go through 40 to 60 names and they are rejected because someone else already has them or they are the names of NPCs in the game and can't be taken. I've left trial accounts inactive because I couldn't find a decent, real name that seemed to fit my character. I'm not certain I'd trust an automated system to choose the name for me, though I might go through a random generation until something showed up that I could live with for a 5% bonus to exp, or some reward.

I want to role-play in most games, it's just that the mechanics always seem to push that away. If I'm lucky and get my name, then the backstory is missing.  Or I want to be a non-comatant, or minimal combatant, but the system only rewards those who comat all the time. Or I want to be part of a small close-knit group that plays regularly but I can't find such a group.

Some of the ideas in this article could help with this.  How such systems are integrated though could differ widely and either make or break the system/game. The worry is that if some company did integrate such a system but didn't do it right, and it flopped, other game companies would shy away from doing this. That's one of the big problems with innovative ideas - if they are done right the first time, everyone copies them.  If they flop due to poor implementation or design, nobody will touch the idea with a 100-billion meter pole for 20 years (no matter how good such a system might be if done right!).

I think these are some really great ideas and a game like Hero's Journey would do good to consider them. It's something that Simutronics has some experience with in their text-based games and they have the expertise to make something like this work.

Regards,

Gabriel

 
airhead  5/01/06 1:35:41 PM

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Logic will get you from A to B. Imagination will take you everywhere.

Another great set of ideas from Nathan...

IMO, the real pearl in this animal is the concept of 'multiple-social-structures'. Chosen at player-creation time? Well, some social connections make sense to be chosen then, (family, race, culture kinds of things), and some may not (professional trade organizations, family-by-law relationships, etc). The big point though is MULTIPLE. Just consider real life. You got sexual preference, friends, the people you work with, your family, sports-activity network, etc. You are a member of each of these organizations for different reasons. Ultimately, why can't every 'reason' have it's own social group?

Currently, (considering wow), there is the 'guild', your friends-list, and your major faction (horde/alliance) and that's about it. The current distinction between solo and group play is strained because 'group' is so narrow and limited, it's just a big stifling turnoff. Turn that requirement to group into a choice between 20+ different social-groups and thier activities at any point during playtime, and the issues sort of go away. I would speculate that there is some critical-mass of choices, that once achieved, make the whole solo-vs-group arguements disappear. I can think of no MMO that has ever come close to this... but maybe somebody here will correct me on that point.. (?)

Yet another good article Nathan; I'm enjoying them...

 
Netherbeast  5/01/06 2:13:55 PM

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Being added to a familly would be interesting. If you don't like to other players in your familly, that's ok, you don't choose your familly in real life and you have to deal with them. The only problem woul be the same as other guilds/groups where members may quit or not log on for quite some time so your familly is just you.

Star Wars Galaxies, despite all their problems, had 2 really good RPG features: The Cantina and the Player Towns.

The cantinas were the way you healed some of your stats and even get some buffs. You would end up chatting with dancers and musicians, sometimes not ever venturing out to hunt animals or somethng else you'd never see han solo do.

The Player towns actually brought me into the RP aspect of the game. I was a part of a town on Kettmore/Naboo called Riverbend. It was a planned comminity that required you to actually speak to the town leaders. When visiting town, cince you had a vested interest in voting and what goes on, you said hi to people and you got to know them. The town was the hardest part about leaving.

Both of those were 2 good examples of RP opportunities that were not forced, but optionally there.

Give a man fire and he''s warm for a day. Set a man on fire and he''s warm the rest of his life.

DariusWolfe  5/01/06 2:34:22 PM

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~Lance D. Allen
Wolves Den Productions
http://wolvesdenproductions.com
(site now up)

My own ideas in this direction (specifically the family direction) differ from yours, Nathan, but I think your ideas really rock too.

My own idea is in some ways more complex, and in other ways, simpler. Basically, it's like this..

A character may start with any first name and surname they wish. Any sort of /tell system or whatever would be accomplished through a system NOT tied to the character name, so as to not restrict a name, as this is one of my biggest peeves. I've never met another Darius in any game, but in several, the name's been taken before I got there. Obviously someone, somewhere, has the name, but I've never met them, so it doesn't infect me in any way except to deny my preferred name to me.

Anyhow, once you've been playing for a while, you may have the opportunity to "register" your surname with an in-game college of heralds. Maybe you have to have a certain renown, or maybe complete some quest, or what have you, but you get this opportunity. At this time, if no one else has registered the surname, you may, or you may choose a suitable alteration. For instance, if I wanted to register the Wolfe surname, but someone already had it, I could modify it to Wolf, or Wolffe or maybe even add a specifier.. Such that my character might be Darius Wolfe of the Londinium Wolfes.

Now, once the name is registered, I've established a "Lineage". Anyone else could join my Lineage with my permission, and receive whatever benefits go with being part of an established lineage, provided they were willing to take the surname. In the above case, where I wanted to register Wolfe, I could optionally attempt to contact the existing Wolfe Lineage, and petition to join.

One of the benefits I've considered for being part of a Lineage would go hand-in-hand with a PermaDeath system; When a character dies, they may leave their worldly belongings to a member of their Lineage.

Time for class, but I'll definitely be checking back on this thread. Good stuff here, and potential for more good stuff.

 
ChaosKin  5/01/06 4:52:20 PM

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No man is an island.. (who wants sand fleas?)

Nathan,

Outstanding ideas as always.  Not to date myself or anything, but back when I ran PnP games (Masquerade, D&D and a few others), I always had ways that enforced these type of things...  Something had to tie the group together.. For instance, why would a vampire choose you?  What skill, what flaw or imperfection or even special physical feature would draw the attention of an immortal to you?  In this way, I had my groups get very involved in the storyline and none of them ever voiced any dissatisfaction with it being included.  I think many current MMO's would definitely benefit from alternate structures such as you have mentioned.  I personally agree with naming conventions being more enforced, I hate the Uberdrood202 types also.  The character sex, class and race should almost always be up to the account holder, but what about if they agreed to play a class or race that is severely underplayed (for a bonus of course).  I have always hated seeing the "elite" class outnumbering every other class, such as Paladins and Necromancers being 1 out of 3 in EQ for a while, until they got the Nerf stick, then all of a sudden you had a rogue shift, then monk shift.  I know I personally would get a lot of satisfaction from starting a new game and if they offered me a chance to play the Human Thief (you know, since humans don't have a dex bonus) and then role playing it would be that much more sweet if you did it well.  Anyway, hope I didn't fog up the thread, only my two cents.  Again, good ideas, hope somebody somewhere decides to implement something similar someday.  Good luck and good gaming.  Cheers!

Bringing Chaos to your locale.

Jade6  5/01/06 5:22:56 PM

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MMO session a day keeps doctor at bay.

Sounds interesting, but forcing someone to choose between gimping his character and the risk of sharing his game time with jerks does not seem nice. Sure you can opt out of the whole system once you realise that your "family" stinks, but that means choosing to get gimped. Others who get lucky and end up in a nice family are thus getting an unfair advantage right from the start, through sheer luck. In time, people might even delete their characters and keep rolling new ones until they get into a "good" family. A choice is never "voluntary" if not choosing it causes a loss.

The fundamental dilemma is this: part of the player base are always the sort who should be kicked and banned forever for the good of the community as a whole, but their money is just as good so the game company takes a financial loss if they do anything to drive the misfits out. Yet they also take a loss if they try to force people who really can't get along at all to co-exist. This is why the guild system works, at least in a smaller scale: it allows same-minded people to isolate themselves from the undesirables. That said, big raid guilds like the ones in WoW are not families because they are too large for each guild member to form a personal relationship with someone before they are invited to join.

It seems to me that the main reason for just sticking with the people you know and not forming many relationships is that the risk of grouping with some 1337 kid is too big - therefore, my idea would be to implement some kind of player register within the game itself where other players could write comments about the players they have grouped with. Others could then make contact and form pickup groups / raids with them if they like what is written and avoid people who have a bad reputation. Reaching out and getting in touch with someone new is a lot easier when you have testimony from 100 other people that not only do they know exactly how to play, but they are also great company and have a personality like yours. That is to say, implement tools that significantly increase the chance of meeting people you actually want to play with.

Why not let each player to write a short introduction, which anyone considering inviting them to a group could read? You could even combine it with a short questionnaire, and allow people to query others based on specific choices. Couple that with a system where others can write ONE short, non-abusive comment about them, as described above, and allow them to edit the comment to reflect changes in their views. Or simply make it a vote with enough descriptive options. Not only would personality and reputation matter a great deal, but you would also make it a lot easier to form groups and raids.

 
PlanetNiles  5/01/06 5:47:30 PM

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Yet again, Nathan, an excellent article.  However this time, instead of feeling like you've been reading my notes I wish I'd been reading yours.  I want to implement pretty much everything you've suggested from True Love (wuve, twoo wuve...) to extended families, et-al.  I presume that these ideas are up for grabs 

We're already planning to implement the ability to be a member of more than one "guild" at a time and these would be a natural extention of that...

"Two roads diverged in a wood, and I--
I took the one less traveled by,
And that has made all the difference."
-- The Road Not Taken by Robert Frost