Gamers Don't Want Grief
An article at the Guardian Gamesblog looks at the frustrations of online griefers. They talk about some of the unpleasant activities online gamers engage in, and briefly discuss the future of dealing with griefers. Scott Jennings and Richard Bartle chime in with ideas on how things might be handled. From the article: "'I expect we'll see more and more self-government,' says Scott Jennings, game developer and author of Massively Multiplayer Games For Dummies. 'The reason is fairly obvious if not particularly noble: it's less expensive for game companies to have their customers police themselves than hire people to do it. The trick, and why you don't see it generally, is to construct self-policing schemes in such a way that they don't enable unscrupulous players to use them as tools of grief.'" Darniaq disagrees, on the basis that players just don't care about immersion.
Griefers tend really to fall into two main catragories: Children, and people who want attention.
The first you can get rid of easily enough by putting in age limits. That will get rid of the large majority, but most children aren't very good at griefing unless they have some sort of script they downloaded to help them along. They're really just annoyances.
It's the ones in the later catagory who are the worst cases, and in many instances their anti-social behavior takes place in real life as well (Any one here know about sibe?) These people do these things online because they know they can cause a fuss, and hopefully even hurt people, without themselves being subject to any penalties or pain. And they gain all sorts of attention and notoriety for it.
How do you deal with it? Well communities -can't- deal with it if they have no clear and easy method to kick the person off the system immediately, or at least eject them from the area of play. There are ways of dealing with this beyond having some sort of game master around keeping an eye on things, but lets be honest: We're paying for the game, the company should have some sort of GM around to deal with these people!
It's like real life, we have police and courts for a reason. Grievers can quickly destroy a game and lose you customers. Part of customer service means dealing with them. Yes these people once ejected can come back, but if it's costing money only the most dysfunctional or vicious will keep returning. Then it does become a legal matter, though in many cases those people are going to end up in jail for real life criminal matters unrelated to the game.
But the sad fact is this problem will never go away, crime is as old as society itself. There are always people who want to steal what you have, hurt you, or just muck everything up for everyone else. When I have to ban these people from the system I deal with it is amazing to me that they often have NO IDEA at all of why they're in trouble, they just can't understand why it's not alright for them to do whatever they want and so what if they hurt and abuse other people in the process. Or worse yet, get pissed at me for having the nerve to stop them. I have also found that if you catch trouble makers when they first show up, and give them a taste of the punishments instore if they continue, that many will toe the line from there on. But that usually only works with the younger players who will still respond to discipline.
In short, there is no easy solution and trying to pan it all off on the players will never work satisfactorily unless you have a method for giving some of those players power and making sure they don't abuse it. I think this is probably the hardest part of MMO game design today.