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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."

11 of 31 comments (clear)

  1. Mirror of the Real World? by TwistedSquare · · Score: 3, Insightful

    "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.

    1. Re:Mirror of the Real World? by SuperMo0 · · Score: 2, Insightful

      Teamwork in an online game in no way mirrors teamwork in the real world.

      Teamwork in the real world involves people who are committed, more or less, to the project at hand.

      Teamwork online involves people, who, when they don't enjoy what's being done, they simply leave. Instantly. Which is NOT a teamwork skill you can use in real life.

    2. Re:Mirror of the Real World? by realdpk · · Score: 2, Insightful

      I'm not sure which Real World you've been in, but I'd like to visit. :) In the real world, the PHB world, projects have people assigned to them who are not necessarily committed to the project - rather they're committed to their paycheck and/or promotion, or worse, they are there to bring the project down. Happens all the time. Heh, real world griefing.

      Successful teamwork however does involve commitment from everyone. A good team system would reward commitment (sort of self-fulfilling, but good for the game environment) above nearly all else.

  2. Bad commanding.. by JMZero · · Score: 5, Insightful

    ..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...
    1. Re:Bad commanding.. by Danse · · Score: 2, Insightful

      Shouldn't there be some sort of way for people to practice being a commander? How do you learn if you don't get to play as a commander? If I just get impeached every time I get the role of commander, I'm not gonna learn much.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    2. Re:Bad commanding.. by 33degrees · · Score: 2, Insightful

      That's the big problem with savage... since the game is only played online, there's no way to practice. The only thing you can do is start your own game and play as commander all by yourself, which at least gives you a feel for the various structures and technologies, but it's far from an ideal preperation for online play.

  3. Tribes 2 ? by Grand · · Score: 2, Informative

    "A game like Tribes 2 'scored' in both 'worst support for teamwork' and consequently 'worst teamwork experience'."

    Shouldnt this be Tribes *1*. In Tribes 2, classes and roles actually mean something. Tribes 1 on the other hand.....

  4. Teamwork idea by calebtucker · · Score: 2, Interesting

    I like Battlefield 1942 for the most part.. however, most of the time it feels like I'm playing by myself.

    Rarely when I get on a team with some people who actually have some teamwork skills, it's great -- like all of the tanks actually working together to take over bases, or having the chopper hover over a group of tanks protecting them.

    I think a neat idea for games like this would be to have a single "commander" play the game in more of an RTS overhead fashion. He can tell the units playing in the 3D environment where they should go and who they should group with. At the very least, this mechanism would just give each unit a way point. This alone would make the game have much more of a feeling of teamwork.

    Maybe I should look for a clan or something.. I'm just too used to the crappy public servers :)

    --
    My sig can beat up your sig.
    1. Re:Teamwork idea by Anonymous Coward · · Score: 2, Interesting

      You mentioned choppers so I take it you're playing Desert Combat. It's a pretty fun mod, but I've found less teamplay on DC servers than regular old BattleField. I don't know why, just an observation I've had. Everyone seems to be in a hurry to do their own thing. (which is rush head first into the enemy & die, respawn, repeat) Hitching a ride with someone in a vehicle is extremely rare in DC. My cries for "Requesting a pickup!" or "Wait!" go unheard almost constantly. It's very frustrating sometimes, enough to drive me back to vanilla BF1942...which isn't necessarily a bad thing.

  5. Teamwork! by CashCarSTAR · · Score: 2, Interesting

    I play online games, almost solely for the teamwork. I don't like Deathmatches, I like feeling as part of a team.

    My favs:

    Subspace/Continuum:Highlevel play, especially when flagging. The attaching dynamic (You can warp to any spot where one of your teammates are), encourage team play.

    Day of Defeat/Counter-Strike:Both, I feel offer impeccable team play, in a bit different style. I prefer Day of Defeat, as there is nothing better than hopping around ruins, laying down covering fire and slowly moving forward. As well, I think that one-kill rounds kinda suck for teamplay. It encourages conservatism which ruins it.

    Diablo/Diablo II:Made for co-op.

    I'm looking forward to playing FFXI, for some good team play as well.

    But mostly, I play Day of Defeat now.

  6. Soldat by focitrixilous+P · · Score: 3, Interesting

    http://www.soldat.pl
    Play capture the flag. Be a true leader, or a true follower, or just a stupid sniper camper. Someone's gotta defend the flag, after all.

    --
    SAILING MISHAP