[problem players] Pictorial version – problem players or problem behaviours?

victory of the daleks 1

 

“Everyone is in favour of free speech. Hardly a day passes without its being extolled, but some people’s idea of it is that they are free to say what they like, but if anyone else says anything back, that is an outrage.”
Winston Churchill

So imagine we have a group of people in the room. One of them is secretly a dalek who actually hates all life and has anger management issues and a disintegration beam. Those people might argue, they may have bad days, but only one of them is going to ever disintegrate people.

That’s one model of problem players – that some people are not like other people and are inevitably going to go dalek. The reason is not important, just that when you put them in that setting, they are going to be a problem. So if you can find and turf out those guys ASAP, the game space instantly becomes less threatening for everyone else. For lulz you could separate them into their own space where they can exterminate each other rather than just turfing them out completely.

 

dog socks

dogshaming.tumblr.com

Here’s another model: dogs aren’t bad, they are just dogs. And sometimes that means they might do things that annoy other people (or dogs) if they aren’t properly trained.

So if you socialise your dog properly, identify the behaviour you want to stop, and put in some training,  then all will be well. If we want people to stop being abusive online when they lose a PvP match or end up in a PUG with someone who they think is a noob, then we have to teach them this is not acceptable and that bad dogs will be shamed. It is, ultimately, behaviour that players can control if they want to.

 

firing_squad_2

“In this country, it is good to kill an admiral from time to time, in order to encourage the others” (Dans ce pays-ci, il est bon de tuer de temps en temps un amiral pour encourager les autres).” Candide (Voltaire)

An example of using a ban as a teaching mechanism for others.

So let’s try this again with less labelling

I don’t like labelling people as problem players. Or in other words, everyone is someone else’s problem player. But there are legitimately some people who struggle more with playing with others. We don’t need to know the reasons for this – some people are on the autistic spectrum, others have abusive backgrounds, others have been used to a community where smack talk and rage outs are acceptable, others are roleplaying being internet heroes. Maybe it’s patriarchy to blame, or capitalism, or the internet, or testosterone, or the NHS, or young people today, or the parents.

In the ideal world, there would be help and support. In the real world, they get to stomp all over the rest of us while society figures out how to best regulate the internet. And at this point I am equating problem players in MMOs to trolls on the internet. It isn’t the first comparison I am going to make but it does demonstrate how there is a difference between committed, organised trolling and people who just rage out from time to time when they’ve had a bad day at work. And as an added bonus, lots of people rage out when they encounter any kind of rules or regulation that involves them being told off. (I can say this from my experience as a mod on rpg.net).

And as soon as we shift from talking about problem players to problem behaviours, we have a problem which (potentially) could be solved. Make no mistake, solving the problem of online bullying is up there with climate change and water shortages and war in the middle east as one of our generation’s Big Problems.

Unfortunately, bullies don’t want to be ‘solved’ and will spend many happy hours figuring out ways around any mechanisms that are in place, so that they can  make other people’s lives more miserable. Or in other words, Lum is wrong and actually it may be a problem if the cats want to play with the box rather than the cat toy. Why do I say it? Because if some people are determined that their game is really about playing with the other players whether they like it or not, they are ruining the sandbox for others.

For a lot of others though, the behaviours can be channelled and the larger and more successful massive online games are finding ways to do that. I will talk more about Blizzard later this week because I think they and Riot are right up there with the best of any online organisation, public or private sector, in managing the player base. MMOs/ massive games are going to be where these techniques are honed and the ones which work will see use more widely later.

And at the same time, we can argue about how well this behaviour management is working. WoW is still a game in which you may zone into a PUG/ LFR and be abused/ booted while you are a new player and trying to learn the strategies. LoL still has a reputation for similar types of abuse. There are other games which have more pleasant communities and reputations. So the other angle would be – how do we build nicer communities?

Thanks all for the feedback on yesterday’s post! I see some agreement with the general principle that we’d like our online spaces to be less hostile, and some equally valid concern about the mechanics of how this might happen and what kinds of rules could be fairly applied online.

[Links] Gaming ethics, Trolling trolls troll each other, and flimsy excuses to post a cute red panda picture

redpanda

via ogwen@Flickr

It seems that Mists of Pandaria is off to a generally well received start, aside from people who are finding the reputations/dailies heavy going when they just want to get into the raids, and apparently the review scores on Metacritic. My hope for the next expansion is that it features another race/zone/mechanic which gives all the gaming blogs excuses to post cute animal pictures. Blizzard, if you’re listening, how about sentient sea otters?

It is becoming clearer that Blizzard have taken the whole concept of ‘story’ on board and are planning to railroad everyone through the MoP storyline, whether they like it or not. Initial patch notes for 5.1 (on the test realm) include insights into the progression of the faction war, and Wrathion’s legendary questline. (Surely nothing can go wrong with us PCs following the instructions of a black dragon.) I’m not sure if this is more linear than SWTOR’s take on story but since it updates the entire continent on every patch, it might be. I think it sounds kind of cool because it is so different, but I’m also glad to be playing other more classic MMOs like GW2 (I know, sounds odd to call it more classic, but there you go) for my ‘wander around under your own steam’ fix.

I went to the Eurogamer Expo at the end of September, an event which seems to get larger and better organised every year. Although first impressions were that every new game coming out was a shooter, I think this was biased by the fact they just seem louder and to take up more floorspace and screens than the other genres. In fact, this year is shaping up to be a gaming classic, with new games coming out in just about every genre … except MMOs. At first glance, Assassin’s Creed 3 particularly caught my eye, because it’s gorgeous. I was reminded of Uncharted 2. I’ve also heard good things about Borderlands 2 (which has made very strong sales) and XCOM, and FIFA 13 (a genre which regularly sells strongly over here) sold millions in it’s first week. The UK figures show it selling a million copies here in the first week, a feat which only FPS games have previously done (MW2, MW3, CODBLOPS).

Why does that matter? It shows the industry (and the audience) is opening up a bit from the FPS domination of the last few years, IMO.

The game which most caught my eye as being different was The Unfinished Swan where you are exploring a blank white area with only a paint gun to help you discover the world. The graphics are stunning, check out the video. And it’s going to be launched in Europe on 24th Oct this year.

In other news, more senior staff have left Bioware, Black Prophecy closes down, Pirates 101 enters Head Start, and Zynga shares continue to plummet.

LOTRO ‘s next expansion “Riders of Rohan” is due to release next week (15th Oct), and the next upcoming SWTOR patch is going to give players the ability to acquire an HK-51 assassination droid of their own.

Gaming Ethics

At the GDC (Games Developers Conference) there seems to have been more interest in ethics in gaming.  Gamasutra cover the panel on ethics in game design via some choice quotes, which is perhaps not the best way to accurately sum up a panel. Nik Davidson (Amazon) in particular makes some strong points, though.

We’re saying our market is suckers — we’re going to cast a net that catches as many mentally ill people as we can!”

It might be cynical to wonder if Zynga’s public failures have now meant it’s OK to discuss the ethics of F2P, whereas before it was more likely to be seen as the saviour of the industry and any criticism from industry insiders meant that they wanted to see fellow devs lose their jobs (or something). But players and gaming bloggers have been wondering about the ethics of F2P for some time, so none of this will come as a surprise.

That isn’t to say it cannot ever be ethical (or at least as ethical as any other way to sell a game, particularly an ongoing persistent world type game), it’s just increasingly difficult for anyone to think of successful examples of F2P games (either ethical or not) that have stood the test of time.

Another Gamasutra post has a video of a talk from the EU GDC touches on the monetisation of Chinese F2P MMOs. Tami Baribeau sums it up neatly in a blog post. If this is the future, then it doesn’t sound very pleasant. But the basics are LOTS of leaderboards, huge launches, lots of game launches, masses of events, embracing “pay to win”, and poor retention.

Psigoda mentions that what the Chinese browser game designers get excited about is creating epic “monetization pits” where players can spend thousands of dollars without finishing the game or reaching max level.  We simply don’t think that way here in the U.S., and I honestly don’t think our gamer market is ready for games with that design.  ((…)) We still tend to feel that we need to have a compelling and fun game design that supports  great monetization rather than the opposite.

Imagine.

Trolls and Anonymity

One of the ‘big’ stories on the internet this week is about the ‘outing’ (or doxxing) of a sleazy reddit superuser by a reporter from Gawker. This has opened up a whole slew of discussions about anonymity and freedom of speech. I maintain that the only smart forums to hang out on are moderated ones and that if your argument for free speech means you regularly end up defending people who post pictures of underage girls that were taken without their consent then maybe you need to revise your argument because these people are utter creeps and have abused their anonymity for too long already. Perhaps the answer is to let the trolls out each other, but that kind of mob rule isn’t really any better.

Meanwhile, it has made me think hard about why we just accept that some parts of the internet (including gaming parts, that relate to my hobby!) are misogynistic cesspits and that ‘freedom of speech’ means we should just live with the net being so unfriendly to women. I don’t buy it. What I think is that it’s not an accident that many of the early power users were dodgy porn mongers (remember ‘the internet is for porn’?), and they deliberately used their status in online communities to shape what was seen as normal and accepted in those communities, AND to shape the online debate about freedom of speech and anonymity. And yes, they did tend to hate and objectify women. (This is not a screed against porn, but there is a certain type of user.)

Reddit is such a mixed bag, including some of the dodgiest cesspits on the internet as well as some of the best examples of online collaboration. But if they cannot delete their own trolls (and in fact let some of them become admins) then they’re not ready for a wider audience. It’s interesting also to note that Reddit founders originally welcomed the trolls and their sleazy porno subreddits because they helped build the site up. It reminds me strongly of Zynga’s reputation for doing all manner of dodgy ethical deals when they were building up their business.

Clearly profit trumps business ethics and any manager worth his salt will happily toss the privacy of a few underage girls under the bus if it brings them a few power users and their hordes of sleazy hangers on. If the net communities cannot manage their own trash then don’t be surprised if the much vaunted freedoms of speech do eventually come under threat. Ultimately, it’s down to all of us who use these communities to speak up against the trolls, even when it involves pissing off power users and their fans.

More links: GW2 and more

As people get to max level in GW2, I am reading more complaints about the max level content. It isn’t really correct to refer to this as endgame, because you can do what you like in GW2. But there is a theme to these comments.

Zubon discusses the Ruined City of Arah.

It is probably the worst instance I have ever run, second only to the collective, multi-hour pain of the City of Heroes Shadow Shard task forces that spanned entire zones.

Entombed writes at Divinity’s Reach about annoyances and other bothers with GW2. This is an exploration of the various ‘endgame’ options at the moment, and discussion of why none of them really works.

And the personal story.  Oh the personal story.  Something that was ultimately just empty promises.  Will NPC’s actually care about you now if you re-enter your personal instance?  We were promised this repeatedly leading up to launch.  I can walk into my instance and see nothing of value and certainly no NPCs that I remember or that remember me.  Will my choices matter?  No.

Dusty Monk discusses some of the strong and weak parts of GW2, a game he still loves playing. And he also takes issue with the personal story.

I’m at level 72 or so in my personal story, and am quite honestly completely uninterested in finishing it.

Azuriel also finds his enthusiasm ebbing, although disagrees with Zubon about the worst dungeon.

… dungeons were the one bright spot when it came to enjoying playing my character, even if the specific dungeons I have played thus far have been fairly bad; Caudecus’s Manor in particular is the worst designed dungeon in any MMO I have ever played.

Since my Mesmer just hit 65 with lots of pauses to go play Pandaria, I haven’t touched on many of these issues myself. Although the one instance we did wasn’t really all that fun. However, maybe that turns out for the best, because Arenanet has lots of new content planned and a Halloween event, so not being burned out on the ‘endgame’ might be a good thing. It may be that GW2 simply isn’t a game that suits the grind-100-hrs-for-a-1%-bonus hardcore as well as it suits the more relaxed player, but that doesn’t really excuse Arenanet for messing up the last story boss in the game or making the dungeons an exercise in tedium.

But I enjoy my time in the game a lot, even more so with friends around.

In other news:

Shintar finds that hunting datacrons in SWTOR can be really fun with friends.

I’ve experienced strangers being willing to jump through various hoops purely to show someone a datacron as well. There is clearly a certain appeal to the feeling that you’re sharing “secret” knowledge with someone, even if you’ve got nothing tangible to gain from the experience yourself. Being on the receiving end of this kind of sharing isn’t half bad either, as it makes you perceive other players as helpful and promotes community.

Beruthiel ponders what makes healing fun in MMOs.

Tipa posts about her experiences with Pirates 101, a game I’m looking forwards to trying when it’s out of head start.

There has been some discussion on blogs about the notion of a ‘three month MMO’ and whether the phenomenon of a rush of players to new games and then numbers dropping massively after 1-3 months is down to the game design or changes in player expectations. Liore is squarely in the latter camp, and argues that it’s all down to the player.

The dream of Elite Online is not dead, Chris Roberts (designer of Wing Commander) is crowd funding a new space combat MMO called Star Citizen.

Redbeard ponders how playing a rogue in WoW makes him act like all the rogues he used to hate.

I can’t count the number of times I’d been ganked by a Rogue while in that BG, swearing that if I ever decided to start a Rogue I’d never do any of this stuff.  And yet there I was, roaming around in the rez zone, waiting for toons to respawn so I could gank them before they could buff themselves.

Oestrus writes about her decision to stop playing as a hardcore raider in WoW.

Chris at Game by Night is surprised at how outraged PvE players get if they feel they have to do PvP to get gear for raids.

Is it so terrible that there could be more raiders and more PvPers to fill out your teams? Give me one good reason why. And please make sure it’s not related to your ego. Thanks.

Grumpy Elf explains why he thinks the best time to raid in random LFR raid groups in WoW is on the first few days that they are released. He clearly didn’t experience my group (but somehow we did make it through, an indication of the lack of difficulty I think Smile ).