Last week, I talked about how we might improve community in MMOs, and these were pretty broad principles, based on perhaps some examples seen here and there in older MMOs as well as some (hopefully) common sense thinking about how people like to interact. But I thought this week, I might talk about some more specific ideas for improving sociability. That is, improving tools and ways that reward players to interact in a positive way such that a supportive community eventually arises. At the same time, I’ll try to keep the suggestions to things that won’t blow the development budget, or penalize players that prefer solo gaming.
Most of us know the current in-game tools for interacting and grouping, but here’s a brief rundown:
Some of the most fun times I’ve had playing World of Warcraft (WoW) have been running dungeons with our guild. My brother and I and several friends would group up and tackle a few of them every Sunday morning, and it truly was an event. I’d grab my coffee and don the Ventrilo and we’d be off, joking as we made our way through the trash mobs on our way to the bosses. The camaraderie was a big part of the session but a big part of the fun, for me at least, was tackling the dungeons in the area we were already adventuring in. I had already finished up the questing in a number of the surrounding zones, knew the story and background of the area, and finishing the dungeons was a nice way to wrap up those storylines, as the bosses frequently were the final bad guys in those quest chains. The dungeons were the culminations of those tales. The trouble for me started when we began doing two things: random dungeons and pick-up-groups, or PUGs.
So having played a few years of online games, and talking about what’s great about them, what’s not so great? There’s no shortage of articles claiming the anti-social nature of computer gaming, and I even talked about it a bit in my last blog, so I thought for a change it might be good to talk a little more about the shortfalls within the games themselves –the things that prevent these games from being truly great.