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On Building And Policing MMO Societies

Thanks to GameSpy for their feature on the history and continued shaping of MMO communities. The article discusses lessons learned from Ultima Online's "growing pains" over conflict resolution ("There was a group known as the Dread Lords who went around attacking other players, decimating the population of entire towns and forcing the developers to change the rules for PvP, which ultimately minimized its role in the game"), and points out that "...subverting developer intentions is a significant part of an MMO, whether for good or ill", referencing The Sims Online Mafia as an example. When should 'authorities' step in, if ever, in massively multiplayer games?

13 of 28 comments (clear)

  1. gameplay by tmp_user · · Score: 2, Insightful

    Simple: whenever not doing so prevents the game from being played as intended

    1. Re:gameplay by tmp_user · · Score: 3, Insightful

      Your refutation only supports my statement. If, when released to the public after "testing", a horrible situation that hadn't been intended to be able to happen does, then those "emergent behaviors" mentioned should be looked at to decide what needs to be done to restore the intended gameplay. Also, solid engineering would be based upon using some well thought-out ideas for solving a problem and becoming more inventive only after the base was thoroughly stable - if after gameplay breaks, despite best efforts to prevent such, then fixes should be applied... "engineering" sounds like a fairly good title for that process to me.

    2. Re:gameplay by skinfitz · · Score: 4, Insightful

      what makes open MMORPG's interesting is the fact that emergent behaviour and gameplay will always be unpredictable.

      I'm sure that many developers have designed an MMORPG only to discover after a while that players do things they never ever intended.

      A successful developer will observe this behaviour and work with it rather than against it.

      Ultimately it's the players that pay developer's wages - keeping them interested and happy is what it's all about. Preventing PvP play for example will cause many people who enjoy that sort of play to leave. From what I see many MMORPG developers try to keep people happy by having "no PvP" zones. The developers of Neocron have implemented this, however they received that many requests for no "safe" areas that they provide an entirely seperate server where there are no safe areas.

    3. Re:gameplay by jefeweiss · · Score: 3, Insightful

      I think that, unless what is "broken" is more like an exploit of the games rules, the people in charge of a game are better off providing tools for players to help take care of the situation. I played EQ for awhile, and it got pretty boring. It could have done with something like the Dread Lords going around killing off townsfolk. Perhaps when something like that happens a "Special Edition" of town newspapers could go out saying where they were and encouraging players to help come and defend the town.

      I think that a lot of the time solutions that simply change the game rules to reduce chaotic type situations end up making the game less interesting. Sure the Dread Lords might rule the place for awhile, but once people get involved with trying to stop them it makes the game much more interesting for everyone. And when the defending group finally wins everyone can breathe a sigh of relief as the Dread Lords slink off into the shadows to try to regain their power. Which is a classic Fantasy world plot. The stories never go "And then the Mighty Wizard Dungeonous Masterous changed the rules of combat so that the Evil Dread Lords couldn't do anything about it."

      Once the people who make games start using player created imbalances as creative acts then maybe MMORPGs will start to take on a much more interesting flavor.

  2. A potential solution. by illuminata · · Score: 5, Interesting

    I would be interested in a method that either did away with or greatly reduced the role of experience points. Make the characters more mortal, and if the other players feel the need to handle the situation, they can. No single player could become omnipotent and little to no intervention from an outside party (game admin, etc) would be necessary.

    With this solution, players would feel more in control of their destiny. They wouldn't have to cry to an admin to settle problems for them, as they would be able to handle things themselves. The focus of the game would then be the use of ingenuity and problem solving skills, rather than the usual contest to see who can play the longest and level up the most. Focus on the players and the adventures that they have created themselves, not their stats and predetermined storylines.

    A player shouldn't be limited to what a game developer intended. I've played many games where I've had more fun inventing my own sub-game or objective than the one that a developer made for me.

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    1. Re:A potential solution. by eggstasy · · Score: 2, Informative

      Then try Second Life where there are no experience points and the whole point of the game is to be creative and come up with your own stuff :)
      You can build anything in there using basic 3D shapes, textures, sounds and there's also a powerful scripting language that lets you make your objects do just about anything.
      The tools are so powerful that there is already an entirely player-built amusement park featuring ridable rollercoasters with realistic physics, a giant pinball game where you are the "ball", a spook house, an everquestish dungeon, a casino, various sports... the only limit is yourself :)
      I'm Eggy Lippmann in there, look me up during your free trial week if you need some help getting started - people in there are generally very helpful and kind to newbies and we have several player-run classes where you can learn all about the game, as well as all sorts of parties, contests and events in general.

  3. Good Fictional Example by malverian · · Score: 4, Interesting

    This was mentioned in one of the linked to articles, but I think it's a very valid example of how to deal with misdemeanor in a virtual world.

    There is an anime called .hack that is a story about characters playing in a virtual world called... "The World". In this world, there are player killers, which really are able to do whatever they want- but there are also fellow game players which take on the role of the "authority" (Crimson Knights), so it becomes a self-balancing fight between good and evil.

    Obviously this is just a show (about a game), but the concept is still a good one.

    --
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    1. Re:Good Fictional Example by phlyingpenguin · · Score: 2, Interesting

      The other thing about .Hack is that the players all seem to know how to make their own adventures. In the manga (Legend of the Twilight, different storyline), there are admin run events. Even in that they stress that the guild has no real authority.

      I think that before we have these types of things, we almost have to rid ourselves completely of NPCs and make monster hunting something you do mostly on a quest instead of just to level until you're the most powerful person in the world.

    2. Re:Good Fictional Example by MMaestro · · Score: 3, Informative
      The only problem with comparing MMO games with .hack is how the anime fails to explain so much or fails to bring to the audience. For example:

      1. ALL the players are logged with a user name, IP address, and e-mail address. The anime fails to note the fact people can't just "erase" their identity and start over if they find out they pissed off too many people.
      2. The anime presents the Crimson Knights as a force that is more powerful than most players in the game (the anime does show that some players are more powerful). Not only that, the Crimson Knights have and maintain a relationship with the system operators allowing them to do things such as check logs, close servers, set up barriers, etc.
      3. The anime assumes a large majority of players do not PK, and on top of that they assume the few PKers are not numerous or powerful enough to make their presence felt. This is not the case in real world MMO games where PKers are sometimes extremely powerful (read: buy stuff on eBay) and are quite numerous. (In Asheron's Call 2, some people like to camp the exiting portal where newbies come out of the training area. Not a pretty sight if you're a newbie.)

  4. Re:I think by Incoherent07 · · Score: 2, Interesting

    Dawn is the definition of the term vaporware... I've been playing the "warm-up" game for about two years now, and Jeff (the admin) has recently quit talking about Dawn at all, when they were almost up to beta testing it 18 months ago.

    I tend to agree, though, that some of the problem with MMOGs in general is that they place no stigma on death. You die, you respawn somewhere, you might lose some of your experience or equipment, but nothing too valuable that you can't get back relatively quickly. So people aren't afraid to piss other people off, knowing they'll get killed. This is especially acute in a RP-based MUD like Achaea, where you have almost-daily accounts of people acting like idiots because there's no such thing as perma-death.

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  5. Except.. by Kwil · · Score: 5, Insightful

    ..in the real world who wants to pay to pretend to be a cop all day?

    One of the problems with trying to develop a good society in a game is that any good society depends a large amount on a lot of people doing work. Except people generally don't pay money to do work, people pay money for entertainment.

    Aside from this, there's also the issues that being a griefer (as opposed to a simple player-killer) often has a much lower penalty in the virtual world than it does in the real world.

    Say you've killed the griefer in the virtual world. What does he care? His only purpose was to get on there and get attention and piss people off. By having a force dedicated specifcally to getting him, his existance has been validated, and he'll likely just come back and do it again. After all, in the virtual world, if the cops hunt you down, you have an exciting battle, and if you lose, you lose a few stats or something, oh well.

    In the real world, if the cops hunt you down, the battle probably isn't very exciting as cops generally come in with a superior force of numbers and weaponry, so that you submit rather than permanently die, and then the consequences likely involve you being placed in uncomfortable positions by large men who'll happily cause you severe injury. Not fun.

    --

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    1. Re:Except.. by Qzukk · · Score: 2, Interesting

      Say you've killed the griefer in the virtual world. What does he care?

      (for this I'll define griefing as one or more high-level people killing a low level person, once or repeatedly)

      I think this got covered in Snow Crash, where Raven's head got cut off and placed in a case that protected it from the server cleanup, preventing the user from logging on again.

      Solving the problem of griefers is probably an extremely difficult task. I've been thinking of a few ideas that may or may not work...

      First would be Jail. If you're caught killing someone with a large level difference below you, you're thrown in jail by very powerful guards who keep you there for (yourLV-theirLV) hours of playtime. Or you can opt for a level reduction (say you lose half the levels between here and there) instead. It reduces the time between griefing incidents, as either the character is stuck in jail, or the character has to spend time re-levelling.

      A second idea I had, which sort of requires you to not be squicky on religion, would be the idea of gods and demons inside the world, which your characters are aligned with. PKing would decrease your alignment with the gods and increase it with the demons, which could get you cool powers, but also net you various weaknesses (perhaps changing your character into an undead creature with all the weaknesses that entails). The gods could then consider newbies as being "under their protection" and simply prevent griefing kills, in whatever way seems best to the storyline (whether they just shield the character from damage, or come down from the heavens and smite the griefer in a huge display of power...)

      --
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  6. Look to real life by SuiteSisterMary · · Score: 3, Interesting

    Elaborating on what I said elsewhere.

    What do you do in real life when the average person is unable to legally stop criminals from performing crimes? Elevate some people to above-average status, with legal enforcement powers granted, and let them deal with the problem.

    The ability to throw an avatar into a featureless 'jail' room for an amount of login time (not a week of real time; the avatar must be logged in and active for the amount of time of the sentance; 24 hours means being logged in sitting in 10x10 grey room for 24 hours, not logging in a day later) would certainly stop the 'joyriders' or casual greifers.

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