Riding the Failure Cascade
An anonymous reader writes "The Escapist has up an article looking at a curve that represents the dissolution of large social groups, like online guilds. Called the Failure Cascade, it's essentially a way of examining the dissociation of members of an organization predicated on a culture of success. They primarily explore this phenomenon using descriptions of EVE corporate alliances. 'These are the two forces at work in [an] alliance's failure cascade: the individual and the guild ... This happens because the failure cascade is the inverse of a network effect. Websites like MySpace define their value by the people that use the service just as guilds define their quality by their members. As bad events cause players to leave or become inactive, the quality drop leads others to do the same in a spiral that rarely stabilizes, until no one is left.'"
Anyone here? Where did you all go?
- None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
I never thought I'd see a failure cascade, let alone create one!
Indeed, the summary paints a glowing portrait of an article which does not exist. Nothing is explored, and there's certainly nothing even remotely relating the pseudo-scientific terms of "probility curve" within the article itself.
It all breaks down to a statement of the events which occurred, without any actual insights into the particular motivations (there's some pure speculation, but no actual information).
Cultures of success breaking down when encountering failure is nothing new, and doesn't need vague exploration. Actual exploration of the problem, with statistical models to help understand and, possibly, predict the curve would be helpful. Too bad this article offers none of that.
The 'culture of success' is no simple analogy, and can have adverse effects as well. There was a Weapons Factory clan that was founded on success at all costs (they went by the symbol "$"), and they managed to claw their way to the top (mostly through questionable and 'slight' game modifications that weren't exactly botting, but weren't exactly fair play, either - e.g. setting the client binds so that a normally silent cloaked spy player would have nice, loud footsteps to the defending player's ears... meaning they're much easier to locate. Just one of a mountain of examples).
This eventually killed off the entire MOD... folks didn't want to have to deal with outright cheaters (not bot-users, just cheaters), so the clans died off one by one, since most of them were only in it for the fun. Once the clans left, the cascade took down a lot of public servers with it (it didn't help that the Quake 3 MOD's main coder eventually became a member of that same clan, and actively implemented changes as suggested by same...) It had been bad enough that the shift from Quake 2 to Quake 3 had done quite a bit of damage to the MOD's player base, but the clan's modus operandi were eventually too much for the community - they still survive as a small shadow group, and occasionally play on a part-time server. Compared to the days when literally thousands of players could be found on hundreds of servers? Just a faint shadow.
Nowadays, most games are fairly cheat and bot-proof (I said fairly, not mostly or certainly). But the same dynamics are at play - a clan/guild/whatever that makes success their only goal will invariably attract the kinds of players you don't want on any server/world/etc, and tends to ruin the gameplay for everyone else while they're at it. While yes they do set themselves up for failure more readily than those who form just for fun, they also tend to start getting desperate when normal gameplay doesn't offer them the success they need to stay alive. This means they may start looking at 'alternatives' to try and keep the mojo going.
IMHO, the best organizations are those who simply do it for fun, and have a cadre of players who are really into the game. Again at the Weapons Factory example, the Quake2 version had a clan that were the friendliest and most respected guys in town... Population Control Incorporated (PCI). These guys had ISDN connections when the vast majority of players were on modems, but they always played fair, and the matches (at that time) were tightly regulated and fair. The funny thing is, this particular clan did it just for the fun of it. They'd go out of their way to mentor new players on a public server, and to make it fun for the whole pile playing (for instance, if more than one were playing on the same public server and it was full of unknowns or newbies, they'd automatically split themselves among the two teams). They were a stand-up group of people, and it showed in their playing style. It's still a pity they disbanded during the Quake 2/3 shift, but as they themselves said - they held the top slot for too long, many members got burned out from playing the game for literally years, and they pretty much came together and decided that it was time. Most stayed played on for fun (but never joined a clan again) in the Quake 2 version with the occasional fun meet-up matches, until the Q2 version of the MOD finally died a quiet death around 2002 or so... 3 years after Quake 3 came out.
I believe that all organizations begin, they (might) rise, and they (certainly) fall. Some do it short, some take awhile. Some end by mutual agreement. Most are benign, some are poisonous. A precious few even shift from one game to another together.
It's a complex dynamic in any organization, but I kinda like how TFA articulated at least one aspect of it...
Quo usque tandem abutere, Nimbus, patientia nostra?
It wasn't a clan per se, but there was once a group of players I regularly hung out with when the ex was at work (I had no real responsibilities back then, and it beat hitting the bars with the buddies). Everyone would hit a Quake 2 WF server in the wee hours, hang out in observation mode, chat, and play... it was like hanging out with friends at a public pool - you blather on w/ each other a lot, and occasionally jump in the pool and goof off - with the added dimension of giving each other a ration of shit when they were playing and did something dumb (which we would all laugh our asses off at - including the one who goofed).
It wasn't about scores, or standings - most of us in there were fairly solid players who could easily hold our own on nearly any public server (lag permitting). It was about hanging out in something that was new and unfamiliar to most of us in there. It was about a female player (she lived in Utah) blurting poetry in rhythmic time to the goofball sounds that would come out of the screen. It was about telling dirty jokes to distract a flag runner while he was trying to hold off three pursuing defenders. It was about seeing who could stick a sentry gun in the most weird-assed place on a map (you could get them to 'stick' to ceilings if you knew how), or getting a flag without ever touching the ground (or flying - grapple only, please). It was about seeing who could make a flag run as the weakest character, with only that shitty no-damage blaster, and with no help doing it... and everyone (including the defending players) cheering like mad when someone pulled it off.
It's things like that you simply cannot fully analyze, but its things like that which are vital to making and keeping a coherent group of players involved and happy.
Quo usque tandem abutere, Nimbus, patientia nostra?
I think Wikipedia is a prominent example of this. Assholes(deletionists) are driving away the people who made it great in the first place(content creators) with their elitism and petty power grabs. And now, Wikimedia is only able to achieve 1/4 of their fundraising goal because a lot of the content creators were probably money contributors as well.
Congratulations asshole deletionists. You may finally achieve the ultimate deletion-the entire encyclopedia.