Approaches To Teamwork In Online Games Surveyed
Thanks to GamersWithJobs for their piece discussing a new study about teamwork in online games. The study homepage has a PDF download of the student-authored paper, which is based on a survey interviewing "a total of 4,712 people" about their team-based gaming experiences online. In terms of improving and evolving teamwork, a variety of options are discussed: "A central commander role like in [Half-Life mod] Natural Selection supports the team aspect... and received positive feedback. However, an unskilled commander might destroy the team experience, as indicated by the votes for S2's Savage."
"A central commander role supports the team aspect... and received positive feedback. However, an unskilled commander might destroy the team experience" That last bit makes me think of the PHB in Dilbert, which suggests teamwork in online games is just a mirror of teamwork in everything else - makes sense really.
..is indeed a problem in Savage. It's a problem that's solveable (there's a vote to impeach command), but players often won't bother to vote - kind of like reality.
A smaller threshold (30% or so, with longer vote time) to impeach would largely solve the problem on public servers. Alternatively, command could be restricted to those who scored well in the previous round (or they could be allowed to choose commander). These players will not be horrible commanders, or will at least be able to choose a non-newbie to command. The game also needs to handle "command vacuum" better. For example, requests for funds should be auto-approved.
I guess what I'm saying is that the problems are not so much in concept but in implementation. Like other game features in the past, "team with commander" is something that needs to be ironed out. On the whole, though, it makes for a rewarding gameplay experience - it's a good way for allowing individuals to play together cohesively without being game experts.
Let's not stir that bag of worms...