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	<title>Comments on: The big challenge in building in game communities</title>
	<atom:link href="http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/feed/" rel="self" type="application/rss+xml" />
	<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/</link>
	<description>MMOs and game design</description>
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	<item>
		<title>By: nugget</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13810</link>
		<dc:creator><![CDATA[nugget]]></dc:creator>
		<pubDate>Fri, 11 Mar 2011 06:24:32 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13810</guid>
		<description><![CDATA[&quot;But what they do have is good voice chat outside the matches, the ability to work as a team (and gank enemies together) and the fact that they’re all more about having fun and shooting shit than about press button x when y happens and get out of the green flame and target add A and interrupt when I say but not before to within 0.00001% timing accuracy.&quot;

This.

This is full of WIN! *cheers fullofWIN*

This is exactly why I play with friends *or* random PUGs in GW, when I feel like being sociable.

When I want to do what you said in that paragraph above (which I do often want to do), I used Heroes + Henches (and now just Heroes). But you have defined what for me is the basis of good, social gameplay within a genre involving squishing lots of imaginary things with pretty lights, for fun. XD

Fun.

Not gear. Not progression. Not loot. Not status. Not Achievements.

Fun.

YAAAAAAAAY SPINKZ!]]></description>
		<content:encoded><![CDATA[<p>&#8220;But what they do have is good voice chat outside the matches, the ability to work as a team (and gank enemies together) and the fact that they’re all more about having fun and shooting shit than about press button x when y happens and get out of the green flame and target add A and interrupt when I say but not before to within 0.00001% timing accuracy.&#8221;</p>
<p>This.</p>
<p>This is full of WIN! *cheers fullofWIN*</p>
<p>This is exactly why I play with friends *or* random PUGs in GW, when I feel like being sociable.</p>
<p>When I want to do what you said in that paragraph above (which I do often want to do), I used Heroes + Henches (and now just Heroes). But you have defined what for me is the basis of good, social gameplay within a genre involving squishing lots of imaginary things with pretty lights, for fun. XD</p>
<p>Fun.</p>
<p>Not gear. Not progression. Not loot. Not status. Not Achievements.</p>
<p>Fun.</p>
<p>YAAAAAAAAY SPINKZ!</p>
]]></content:encoded>
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	<item>
		<title>By: Copra</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13780</link>
		<dc:creator><![CDATA[Copra]]></dc:creator>
		<pubDate>Mon, 07 Mar 2011 07:30:15 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13780</guid>
		<description><![CDATA[Everytime there is a simple way of measuring performance, there will be a competition. For some reason or another, some people need the gratification for being the best in anything, if not in their real life, then in the virtual ones.

This competitive spirit isn&#039;t necessarily a bad thing, but the glorification and making it the most important thing in the MMOs is, I think. The mere thought that the end game is where the game begins is strange to me, perhaps due to the fact that I&#039;m from the old pen and paper roleplaying era, seeing the group content as more of a social fun rather than besting others.

As long as there is the possibility to measure performance, as long as there are leaderboards, as long as there is the glorification of any sort of activity, this disparity will be around the corner.

So far I&#039;ve been enjoying Rift exactly for this reason (among other things): no measurable successes except the downing of the boss, closing the rift or fending off the invasion.

I hope it stays like this for a long time.

C out]]></description>
		<content:encoded><![CDATA[<p>Everytime there is a simple way of measuring performance, there will be a competition. For some reason or another, some people need the gratification for being the best in anything, if not in their real life, then in the virtual ones.</p>
<p>This competitive spirit isn&#8217;t necessarily a bad thing, but the glorification and making it the most important thing in the MMOs is, I think. The mere thought that the end game is where the game begins is strange to me, perhaps due to the fact that I&#8217;m from the old pen and paper roleplaying era, seeing the group content as more of a social fun rather than besting others.</p>
<p>As long as there is the possibility to measure performance, as long as there are leaderboards, as long as there is the glorification of any sort of activity, this disparity will be around the corner.</p>
<p>So far I&#8217;ve been enjoying Rift exactly for this reason (among other things): no measurable successes except the downing of the boss, closing the rift or fending off the invasion.</p>
<p>I hope it stays like this for a long time.</p>
<p>C out</p>
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	<item>
		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13773</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Sun, 06 Mar 2011 09:57:02 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13773</guid>
		<description><![CDATA[I had forgotten about those 8v8 guilds. You&#039;re right, it was very elitist. It&#039;s all quite depressing really.]]></description>
		<content:encoded><![CDATA[<p>I had forgotten about those 8v8 guilds. You&#8217;re right, it was very elitist. It&#8217;s all quite depressing really.</p>
]]></content:encoded>
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		<title>By: Tremayne</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13772</link>
		<dc:creator><![CDATA[Tremayne]]></dc:creator>
		<pubDate>Sat, 05 Mar 2011 18:53:34 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13772</guid>
		<description><![CDATA[Random thought - the obssession with raid progress and maximising DPS might be a symptom of something else. WoW players strive for raid progress and optimisinig their raid performance because they believe that&#039;s what the &quot;best&quot; players do and they want to be just like them.

In DAoC there was this notion that 8 vs 8 RVR was the &quot;best&quot; way of playing the game and &quot;zerging&quot; (or fighting as part of your realm&#039;s army, depending on your point of view) was inherently inferior. A lot of players strove to form 8-man RvR guilds and adopted leeter-than-thou attitudes. Is this the same thiing manifesting differently?]]></description>
		<content:encoded><![CDATA[<p>Random thought &#8211; the obssession with raid progress and maximising DPS might be a symptom of something else. WoW players strive for raid progress and optimisinig their raid performance because they believe that&#8217;s what the &#8220;best&#8221; players do and they want to be just like them.</p>
<p>In DAoC there was this notion that 8 vs 8 RVR was the &#8220;best&#8221; way of playing the game and &#8220;zerging&#8221; (or fighting as part of your realm&#8217;s army, depending on your point of view) was inherently inferior. A lot of players strove to form 8-man RvR guilds and adopted leeter-than-thou attitudes. Is this the same thiing manifesting differently?</p>
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	<item>
		<title>By: Void</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13771</link>
		<dc:creator><![CDATA[Void]]></dc:creator>
		<pubDate>Sat, 05 Mar 2011 15:40:15 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13771</guid>
		<description><![CDATA[“In fact, having a couple of core players able to carry a group would be a good thing.”

This happens to me all the time in StarCraft 2.  I&#039;ll be playing in a group with friends and one person may be pretty bad and the rest of us are good, but we all end up having fun together anyway.  

We are playing the game to have fun as a group, not with the intention of getting to raid boss x.  Not having to worry about the progress we make helps us just enjoy the time together.]]></description>
		<content:encoded><![CDATA[<p>“In fact, having a couple of core players able to carry a group would be a good thing.”</p>
<p>This happens to me all the time in StarCraft 2.  I&#8217;ll be playing in a group with friends and one person may be pretty bad and the rest of us are good, but we all end up having fun together anyway.  </p>
<p>We are playing the game to have fun as a group, not with the intention of getting to raid boss x.  Not having to worry about the progress we make helps us just enjoy the time together.</p>
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	<item>
		<title>By: Gamer Motivations &#171; Sheep The Diamond</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13767</link>
		<dc:creator><![CDATA[Gamer Motivations &#171; Sheep The Diamond]]></dc:creator>
		<pubDate>Fri, 04 Mar 2011 18:54:15 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13767</guid>
		<description><![CDATA[[...] thought a lot about Spinks&#8217;s post over at Spinksville, I thought we&#8217;d converse today about the different motivations gamers have for playing [...]]]></description>
		<content:encoded><![CDATA[<p>[...] thought a lot about Spinks&#8217;s post over at Spinksville, I thought we&#8217;d converse today about the different motivations gamers have for playing [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Stubborn</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13765</link>
		<dc:creator><![CDATA[Stubborn]]></dc:creator>
		<pubDate>Fri, 04 Mar 2011 17:13:45 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13765</guid>
		<description><![CDATA[Excellent post.  I never had the chance to play the older MMOs, being both ignorant of them and resistant to them prior to WoW (and even then for a year or two).  I agree, though that the game polarizes people between &quot;casual&quot; and &quot;hardcore,&quot; and many of us working professionals want something in between, a place where we can raid, shoot the shit, have a good time, laugh, but also feel we&#039;re accomplishing some goal together: a Part-Core guild (way to drop a new term subtly there).  

I think, in addition to raiding, Cata itself created difficulties in playing with friends.  Since the zones are so linear, if one person gets a head or late start, it becomes difficult for a group of people to level together.  I&#039;ve been experiencing this recently.

As to your question &quot;Why is progression important / or have people convinced themselves that it is?&quot;  I think there&#039;s at least two (this is off the top of my head so there may well be many more) ways to get to that belief.  One is, as your previous commenter put, the belief that your social standing in the game matters: you want to be the best.  The second, and I fall into this category, is the idea of completion.  I want to complete the content; it doesn&#039;t matter so much to me how long it takes or hard it is, but I want to be able to look back and say, &quot;We did it.  We finished that.&quot;

I think the second mindset is harder to deal with; the people who just want to be the best are easily going to make sacrifices to do so.  The people in the second group, though, has to make choices about what they value in the game, and making a trade-off like that can hurt a gamer&#039;s relationship to the game.

This was a really excellent topic and has given me a lot to think (and potentially post) about.  Thanks!]]></description>
		<content:encoded><![CDATA[<p>Excellent post.  I never had the chance to play the older MMOs, being both ignorant of them and resistant to them prior to WoW (and even then for a year or two).  I agree, though that the game polarizes people between &#8220;casual&#8221; and &#8220;hardcore,&#8221; and many of us working professionals want something in between, a place where we can raid, shoot the shit, have a good time, laugh, but also feel we&#8217;re accomplishing some goal together: a Part-Core guild (way to drop a new term subtly there).  </p>
<p>I think, in addition to raiding, Cata itself created difficulties in playing with friends.  Since the zones are so linear, if one person gets a head or late start, it becomes difficult for a group of people to level together.  I&#8217;ve been experiencing this recently.</p>
<p>As to your question &#8220;Why is progression important / or have people convinced themselves that it is?&#8221;  I think there&#8217;s at least two (this is off the top of my head so there may well be many more) ways to get to that belief.  One is, as your previous commenter put, the belief that your social standing in the game matters: you want to be the best.  The second, and I fall into this category, is the idea of completion.  I want to complete the content; it doesn&#8217;t matter so much to me how long it takes or hard it is, but I want to be able to look back and say, &#8220;We did it.  We finished that.&#8221;</p>
<p>I think the second mindset is harder to deal with; the people who just want to be the best are easily going to make sacrifices to do so.  The people in the second group, though, has to make choices about what they value in the game, and making a trade-off like that can hurt a gamer&#8217;s relationship to the game.</p>
<p>This was a really excellent topic and has given me a lot to think (and potentially post) about.  Thanks!</p>
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	<item>
		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13763</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Fri, 04 Mar 2011 16:34:47 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13763</guid>
		<description><![CDATA[The question of why progression matters so much to so many people who really aren&#039;t bleeding edge is a really interesting one, I think. Or rather, why so many people have convinced themselves that it matters.]]></description>
		<content:encoded><![CDATA[<p>The question of why progression matters so much to so many people who really aren&#8217;t bleeding edge is a really interesting one, I think. Or rather, why so many people have convinced themselves that it matters.</p>
]]></content:encoded>
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	<item>
		<title>By: Copernicus</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13762</link>
		<dc:creator><![CDATA[Copernicus]]></dc:creator>
		<pubDate>Fri, 04 Mar 2011 16:23:31 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13762</guid>
		<description><![CDATA[It would be interesting to open up 10 man raids to be 10-15 man raids. Balance them for 10 members, but allow up to 15 in. (or 12, 13, 14... whatever feels right)

Several things could be done to balance this out:

1. Bonus loot only drops in pure 10 man runs (orbs, legendary parts, etc.)
2. Hard modes could only be done in pure 10s.
3. Limit the number of valor points (boss only drops 500, split between all members) or split valor and justice (each extra member converts 10 valor into justice).
4. Of course, any competitive standings would be based off 10 man kills only.

25s could be adjusted the same way.


I think this would be extremely fun, and allow groups that want to be competitive to remain so, and those that prefer casual fun can do so without having to turn it into work.]]></description>
		<content:encoded><![CDATA[<p>It would be interesting to open up 10 man raids to be 10-15 man raids. Balance them for 10 members, but allow up to 15 in. (or 12, 13, 14&#8230; whatever feels right)</p>
<p>Several things could be done to balance this out:</p>
<p>1. Bonus loot only drops in pure 10 man runs (orbs, legendary parts, etc.)<br />
2. Hard modes could only be done in pure 10s.<br />
3. Limit the number of valor points (boss only drops 500, split between all members) or split valor and justice (each extra member converts 10 valor into justice).<br />
4. Of course, any competitive standings would be based off 10 man kills only.</p>
<p>25s could be adjusted the same way.</p>
<p>I think this would be extremely fun, and allow groups that want to be competitive to remain so, and those that prefer casual fun can do so without having to turn it into work.</p>
]]></content:encoded>
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		<title>By: Eccentrica</title>
		<link>http://spinksville.wordpress.com/2011/03/04/the-big-challenge-in-building-in-game-communities/#comment-13761</link>
		<dc:creator><![CDATA[Eccentrica]]></dc:creator>
		<pubDate>Fri, 04 Mar 2011 15:14:02 +0000</pubDate>
		<guid isPermaLink="false">https://spinksville.wordpress.com/?p=5259#comment-13761</guid>
		<description><![CDATA[I&#039;ve always thought that it&#039;s a shame that we are limited to one and only one guild membership per character.  

Being caught in the nasty decision of progress vs friends is a unpleasant place to be in.  Wouldn&#039;t it be lovely if guilds could be categorized, and we could belong to one guild in each category?]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve always thought that it&#8217;s a shame that we are limited to one and only one guild membership per character.  </p>
<p>Being caught in the nasty decision of progress vs friends is a unpleasant place to be in.  Wouldn&#8217;t it be lovely if guilds could be categorized, and we could belong to one guild in each category?</p>
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