[GW2] Guilds, friendlists, and social media – social apparatus in MMOs

When I talk about social apparatus, I mean the functions within games that we use to communicate, coordinate, and structure our social interactions. I think this is an area that is often under-developed in newly launched MMOs, and is sadly stunted in established games due to the complexity of improving legacy systems. This is not about social engineering, or telling players how they should interact with each other, but about giving players the tools to organize and communicate effectively.

This is a long-standing bug-bear of mine, ever since the Real ID debacle in World of Warcraft, but has been brought to the front of my mind by the rudimentary systems available in Guild Wars 2.  The game has only just launched, and the design teams will be focused on fixing all of those bugs, rather than building new features. I fully do not expect any MMO to launch with perfect social apparatus, but it still astounds me that the social apparatus so often seems like an afterthought.

Always online, always connected

ArenaNet have  implemented a BattleTag style account wide friendlist. This is a step in the right direction – keeping friendships and guild linkages at the account level instead of on the player level removes a lot of redundancy and adds much convenience. Players will also post on the official forums under their tag, meaning that their contribution to the wider community will be much more visible. This unified friendlist is mostly awesome, except that the ability to hide from guildies and friends on an alt is completely missing. That said – is the ability to hide relevant in this day and age of being always connected to social networks, email and IMs via Smartphones? ArenaNET has avoided most of the Real ID weaknesses – the service is global, has statuses, and does not use your real name.

Just as Blizzard wised up and made remote guild chat an integral service rather than a premium extra, the ArenaNet team announced prior to launch that they plan to bring GW2 to smartphones and tablets. Rift still has the gold standard in mobile apps, but the more MMOs give their customers useful mobile apps, the better it is for you and me. ArenaNet has always been about removing the barriers that stop people playing together, and other MMOs are falling in line with this reasonings. By enabling players to be connected even when not at their computer, and centralizing identity via the Tag system, MMOs are finally catching up with the way that people actually play their games and connect with their gaming friends outside of games.

Reaching out – Social Media and MMOs

ArenaNet shows a lot of social media savey in general, and this is very obvious from the way in which the CMs quickly stepped up to the plate on Twitter and Facebook in response to the headstart problems that Guild Wars 2 faces.  Their zero tolerance policy may or may not yield results in the long run, but the attempt makes me want them to succeed (I have similar ~feels~ about the Trion team.) During development, the CMs kept the game in focus through engaging with GW2 bloggers and tweeters, and generally supporting community, so it was something of a surprise to me that the game did not launch with something similar to RIFTconnect. Players in Rift are able to tweet, facebook or tumblr from the game with a simple inline command – and can even send screenshots straight to any of these social services. This feature was initially very successful for raising awareness of all the cool stuff in Rift, and allows players to communicate with their twitter friends seamlessly from the game.

The feature isn’t without it’s downsides. If you follow a lot of people, then twitter easily drowns out in-game chat in the chat window. If you forget to adjust your defaults, you run the risk of spamming your twitter/facebook/tumblr followers with achievements and discoveries.

I think a lot of GW and WoW players may well respond that they don’t WANT social media in their game. I know many MMO players who are openly disdainful of social media, so I can understand the lack of motivation to spend development resources on such a feature. I’m also hoping that they’re the sort of thing that ArenaNet will add in later, once launch wrinkles are finally gone.

Multiple guilds – not so multiple

The idea of belonging to multiple-guilds does not live up to what I was hoping for. I understand that it is not fair to allow players to garner benefits from all guilds they are a member of, and that it would be unbalanced for a character to contribute influence to multiple guilds at once. I do. I just wish that the communication/social functions of guilds were not tied to the ‘Represent’ toggle.

Currently, Guild membership is held at the account level, but active participation in a guild is controlled by the player at character level. This means that choosing to Represent your PvP guild while you arse around in the Mists results in cutting off your access to the guild chat of your RP or PvE guild. It’s fantastic that a player can treat their guild choice as a kind of running buffet, while removing the administration for guild leaders. It’s fantastic that I can ‘be in’ multiple guilds, but frustrating that it creates a social barrier.

I’ve seen a few other bloggers criticising ArenaNet for going so far with a great feature, but not carrying it on to the next step – mainly in regards to the Bank/Collections system and crafting. The guild interface and multiple guilds is another example of that. Perfectly functional, but it could have been just that bit more often. Just as you can view multiple guild rosters at once, I think you should be able to access multiple guild chats.

There are some minor interface tweaks that could be done as well, currently I find the interface doesn’t really make that much intuitive sense. Plus you get guild management functions popping up in bizarre places like the party interface. Hopefully the UX team will be taking a look at that in due course.

Social cues

Guild Wars 2 is also missing a few other things which are odd. Things I didn’t even realise I would miss. Things like guild/officer notes that help guilds sort out just who is who in this brave new GW2 world. As I throw a mix of new guildies together from a variety of sources, it would help if I could add identifying marks on the guild roster.

For me, what made Guild Wars 2 feel a bit lonely with regards to connecting with friends, was that the ‘always online’ nature of the account-guild relationship means that player presence is not telegraphed to any of the people they might be connected to. Think about things like guild achievement spam, the ‘welcome to the guild’ wall of text that often greets new recruits, or even the simple act of saying ‘hello’ to someone when they come online. There is none of that. There’s no sign of these social connections unless you’re looking at the guild or friend pane every five minutes.

Couple that with a simple thing like targeted emotes not doing anything, and the complete lack of /hello, /bye /thank, and GW2 is missing both some basic opportunities that prompt players into talking to each other, and the apparatus to encourage micro-interactions out in the field. What GW2 lacks is not co-operative gameplay opportunities, but the framework for conversations created by guild and social activity information. ‘Person X has come online’ is not a requirement for talking to a friend, but it’s the sort of nudge that has made Facebook successful, and World of Warcraft into the critical mass of players that it is.

(Please note that I understand it is early days yet for Guild Wars 2, and I’m loving a lot about the game in general)

 

Moving on

Some of you may be aware that my posting over at WoW Insider has been sporadic, both in frequency and dare I say it: quality. The trouble is that when I accepted the position I had quite a lot of free time, and very little notion of that changing any time soon. I was looking forward to Cataclysm, and all the joys of raiding new content.

Fast forward to now, and I’ve had to move twice since then. My partner has moved back to Holland, where the job market is better. I’ve had to move in with my parents and take a 2 hour commute into my working day. I’ve also taken up horse riding again, an activity that was a major part of my life before university. As a result my time for the game has gone down substantially. Having to produce an article for WoW Insider based on such limited game time, and to the level of quality that website deserves just proved to be too much.

Hopefully this means I will be more inclined to post here. Posting on your own blog is a much freer prospect than posting for money. You have no editor to fix the things you’re doing wrong, and no deadline to miss. A mixed blessing. Working for WoW Insider has been an amazing experience, and a great challenge. I believe it has definitely improved my writing, even if my output plummeted. I’ve also made some amazing friends, and am still really looking forward to Blizzcon.

I will also have time to think about podcasting again. I loved podcasting, it’s a lot of fun and was great for my confidence so I hope to have time to do it again. And of course I look forward to gaming for the game’s sake, and for my friends, and because I’m passionate about it and not because I have to.

Bioware: Romances in DA2 are for everyone

It’s not often a gaming company responds to criticism in such an awesome and heartwarming way. For every ‘embrace your inner-geek’ speech  la Metzen there is a casual dismissal of concerns (again, a’la Metzen.) For Blizzard to remove Real ID from the forums took the impassioned responses of thousands upon thousands of users, for example. Their track record is not brilliant.

So when a game company posts something like the following on their forums, I sit up and take notice. I’ve never played a Bioware game properly, but right now I’m considering shelling out for several simply because I want to give my money to a game company that doesn’t dismiss the concerns of fans who want more from their games than adolescent fantasies and objectification.

To the issue: I’ve said it before and I’ll say it again– perhaps a bit more eloquently, since it’s apparently of dire concern to some.

The romances in the game are not for “the straight male gamer”. They’re for everyone. We have a lot of fans, many of whom are neither straight nor male, and they deserve no less attention. We have good numbers, after all, on the number of people who actually used similar sorts of content in DAO and thus don’t need to resort to anecdotal evidence to support our idea that their numbers are not insignificant… and that’s ignoring the idea that they don’t have just as much right to play the kind of game they wish as anyone else. The “rights” of anyone with regards to a game are murky at best, but anyone who takes that stance must apply it equally to both the minority as well as the majority. The majority has no inherent “right” to get more options than anyone else.

More than that, I would question anyone deciding they speak for “the straight male gamer” just as much as someone claiming they speak for “all RPG fans”, “all female fans” or even “all gay fans”. You don’t. If you wish to express your personal desires, then do so. I have no doubt that any opinion expressed on these forums is shared by many others, but since none of them have elected a spokesperson you’re better off not trying to be one. If your attempt is to convince BioWare developers, I can tell you that you do in fact make your opinion less convincing by doing so.

And if there is any doubt why such an opinion might be met with hostility, it has to do with privilege. You can write it off as “political correctness” if you wish, but the truth is that privilege always lies with the majority. They’re so used to being catered to that they see the lack of catering as an imbalance. They don’t see anything wrong with having things set up to suit them, what’s everyone’s fuss all about? That’s the way it should be, any everyone else should be used to not getting what they want.

The truth is that making a romance available for both genders is far less costly than creating an entirely new one. Does it create some issues of implementation? Sure– but anything you try on this front is going to have its issues, and inevitably you’ll always leave someone out in the cold. In this case, are all straight males left out in the cold? Not at all. There are romances available for them just the same as anyone else. Not all straight males require that their content be exclusive, after all, and you can see that even on this thread.

Would I do it again? I don’t know. I doubt I would have Anders make the first move again– at the time, I thought that requiring all romances to have Hawke initiate everything was the unrealistic part. Even if someone decides that this makes everyone “unrealistically” bisexual, however, or they can’t handle the idea that the character might be bisexual if they were another PC… I don’t see that as a big concern, to be honest. Romances are never one-size-fits-all, and even for those who don’t mind the sexuality issue there’s no guarantee they’ll find a character they even want to romance. That’s why romances are optional content. It’s such a personal issue that we’ll never be able to please everyone. The very best we can do is give everyone a little bit of choice, and that’s what we tried here.

And the person who says that the only way to please them is to restrict options for others is, if you ask me, the one who deserves it least. And that’s my opinion, expressed as politely as possible.

In a wall of text. Sorry about that. /images/forum/emoticons/smile.png

And I’m sorry if someone didn’t get everything they wanted out of the romances– as I always am. I wish we could do the ideal where there’s something for every desire and opinion, but as usual we make do.

- David Gaider – Lead Writer Dragon Age 2/Dragon Age Origins

Source (and OP) via Phyrra

This is a start. It’s a long road, and I doubt it will ever be 100% in my life time, but it’s amazing to see such common sense as the official line from a developer, and such a successful one to boot. I keep my fingers crossed that this will ripple out. I’m under no illusions that this will change the minds of the vast majority of the gaming industry, but if there is even one small corner where this attitude prevails, my day just got a bit brighter.