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[MMOs] A Little Less Conversation – A Little More Action Please

In my last post I ranted at length about how Guild Wars 2 launched without any conversation starters. Now I don’t mean ‘talking points’, such as how the low-level armour for casters was a little off-putting (I mean really, you want my bad-ass Norn to wear frilly knickers?) What I’m referring to is the lack of ‘social nudges’. I pondered on this topic a little bit in the Guild Wars 2 specific post, but it’s obviously still on my mind. I love to converse with my friends, especially in person. I used to enjoy gaming with friends, but for whatever reason that isn’t a current part of my play style.

It appears to me, from my outsider perspective, that game designers often talk about how to solve the social problems in MMOs. How do you solve griefing? You remove the points of competition, except in arenas where it is appropriate for there to be player vs player conflict. How do you get players to cooperate? You provide benefits for aiding in a kill, you enable the joining of groups automatically or with a few clicks. Or you remove the concept of ‘grouping’ entirely.

So players play ‘together’. Yet they don’t often talk. It is the act of conversing that enables a situation to form where a more permanent bond can form. Without conversation, the exchange of text and ideas and emotion, you do not get the creation of persistent networks. Think about how lonely guild chat gets. It is those networks that create ‘social stickiness’ within a game.

While Warcraft has all the hallmarks of convenience these days, it certainly started out with a lot of dialogue surrounding the very act of creating a group. Whatever the game looks like now, it started out with many more conversations inherent in the way players interacted with each other. I must point out that this was absolutely not unique in the MMO genre at the time, so I’m not saying this is why WoW is successful. I’m just pointing out that this was a condition inherent in it’s formative years. Along with griefing, and bugs, and 40 man raids, and many other things that seem antiquated and inconvenient now. While Warcraft’s massive popularity was certainly not due to this creation of dialogue in the player base, the fact that there was conversation is one that has helped to result in the general ‘stickiness’ of the player base.

People like me dabble in other games, but WoW hangs at the back of our minds because so many of our friends are there. Or they still have connections there.

Games these days are launching with less nudges for clunky text exchanges. They’re launching with no need to converse over forming a group, even if in the ‘old world’ prior to LFG systems this would have been a short hand trade channel advert.

Words have power, and when your gaming experience lacks either the written word or the verbal one, it becomes inherently less social. Yes, playing together does not inherently need communication - Journey and various other games show us that. But for those other characters on the screen to become more than NPCs to us, the players behind need to communicate. Otherwise other players are simply ‘there’.

Now, I don’t always want to talk to anyone in my games. Games shouldn’t HAVE to involve awkward social situations after all. Yet, I feel this is an avenue which is neglected. Fan-made works – art, videos, podcasts, blogs, and social networks spread the stickiness of the game because it creates dialogue between players and fans outside the game. Perhaps we need to look more at how conversations are facilitated and created within games.

[Guild Wars 2] Overwhelming choice

Ravious over at Kill Ten Rats has a great piece up about how personal the customisation for Guild Wars 2 characters really is, as part of the GuildMag Blog Carnival. As he says – the character is special in our own eyes, but we are possibly going to be the only ones that can see the uniqueness that we have created. He makes a point about how we aren’t going to see that much difference when it comes to ‘seeing’ other characters.

Choices in numbers

As Rav points out, you’d have to play the starting areas thirty times to get all the race/starting story and choice combos that are possible. According to a commenter at ZAM, there are approximately 87,000 different ‘builds’ per profession when one includes traits and weapon choices.

Of course, would all those possible builds be viable? Entirely different question, and one I will leave to the GW2 theorycrafters to work out.

My character, my protagonist

In many ways, the invisible uniqueness that Rav talks about is simply a reflection of life. We all have our unique experiences and journey, our own internal narrative that is impossible to share in it’s totality with anyone else.  No matter how close our life partners, parents, family, and friends are – at best they only experience a small percentage of our lives. We’re all different, but narratives of life share common keystones and emotions. Moments in our life that we share with others, some that are intensely private when experienced but are something that millions of others will experience one day too. They just won’t experience it in the same way as you, or the same place.

These shared but private experiences help to create empathy and a shared sense of community, for all that we are innately alone in our own heads.

Character Memoirs

Even in Warcraft, which is starting to look relatively uncustomisable, there are hundreds of thousands of artefacts from the lives of individual characters out there. Fan fiction, fan art, twitter accounts, blog posts, moments shared on vent about the time when that warlock did that thing that one time. The personal story in Guild Wars 2 is unique to each individual character, but the players will create their own artefacts and ways to share the immense diversity of experience that ArenaNet has enabled. Just look at the discussions about FemShep – there are thousands of FemSheps out there, and yet I see so many discussions about ‘my FemShep’. The possessive.

Shared Narrative

And Guild Wars 2 will allow us a more immediate way to share our character’s uniqueness. You can act as the host for your personal story, and share progress and join in with the stories of your friends who may have made different choices.  A way to share personal narrative in-game? Sign me up! One of most fun features of SWTOR was the ‘shared’ conversations  when in a group with another player, getting the chance to see them answer according to the whims of their player and creating a shared narrative for that version of the Flashpoint (or the quest.) While this is not precisely the same as teaming up for the sake of personal story, some of the principle holds true.

Personal expression

As with Transmogrification in Warcraft, one of the key elements of Guild Wars 2 will be the huge range of armour dyes and vanity gear. One of the fab things about Transmogrification has been the number of players blogging about how they’re using the feature and the looks they are creating. While Rav thinks only the garish colours will stand out, I think I might turn back to real life for my response here. When we chose our clothes, no matter with how little thought that goes in, we both express and create meaning. Sometimes it’s sub-concious. The man who likes outdoorsy clothing will pick up clothes from climbing and hiking clothing manufacturers to wear casually. Another will dress in the geek uniform of black t-shirt and blue jeans. A more fashion concious one may add hi-tops and an unusual haircut. Clothes are both who we want to be and who we actually are.

The digitial avatar is an expression of something – perhaps a wish to be a mean charr with a longbow, or the wish to be a powerful human who can stealth and kick butts. Or more complicated things that are to do with escaping who we really are and our everyday lives while we kill (or flee from) internet dragons. The clothing choices and cosmetic gear ties into it. While the garish colour scheme of a cobra-starship fan may draw attention, outfit looks will also depend on the character that one wishes to portray. Many of these will fall into the stereotyped archetypes that Rav mentions, but I suspect well done ‘looks’ and outfits will sit alongside a well crafted build and play style, and stand out more fully in our minds than might be expected when one considers the silhouette design of Warcraft characters.

Some unique characters are just so well expressed, that they stand out despite sharing a silhouette and armour look with every other main-tank on the current tier of content. The diversity available in Guild Wars 2 is truly exciting to me. I cannot way to see how players express themselves with the thousands of variations available to them.

Although, you know, I could do with more ways to express my character that didn’t necessarily involve bared midriff or inner thighs. Or boob windows. Thanks.

That sickening feeling

[TW for suicide, rape]

I’m not feeling particularly eloquent right now. I’ll keep this short and simple. A well known british blogger was raped while on holiday, and is currently recovering in hospital. The incident was violent enough that it made the news.

My thoughts go out to Alyzande. Anything I say towards this is going to be rather trite, so I’m not going to say anymore.

I would like to salute the male (and female) bloggers who have started participating in the White Ribbon Campaign. The White Ribbon Campaign is essentially about getting men to reduce gender based violence.

I’m not in the right headspace to give much shrift to the despicable post that cropped up on another gold blog. Criticalgoblin raised the spectre of ‘what if it is a sham?’. Describing rape as an ‘ailment’? Questioning the validity of her experiences on the basis of “I wouldn’t act like that if I was raped”? No matter the ‘spirit’ of critical rationality/skeptisim the post was intended to convey, what it does do is show a shining example of how the media, and people, often react to someone speaking out about rape or abuse. It’s his blog, he’s free to say it – I’m free to say that posting speculation about the rape of a woman he doesn’t know, while she is still in hospital, shows a new level of asshattery and lack of judgement.

There is a better and more lengthy analysis over at the Apple Cider Mage blog, who has posted a good summary of events if you wish to read about them. For me, I think I’m going to add another charity to my donation roll.

If you have strong feelings about this, I urge you to put up the white ribbon on your blog, or add your own voice to the fray in a more personal fashion, like Apple Cider did.  Personally I am going to attempt to write about this later. I’m angry, and have very few spoons, and I’d prefer to keep focus on the support for movement at the moment.

 

White Ribbon

List of international campaigns/resources

White Ribbon Twitter

Get Help or donate to RAINN

 

 

It has been very powerful seeing the gold blogging community, a circle I’m really not part of, pull together for this. You can see a summary of those who have participated at WoWEcon

 

There is also an excellent post up at Bibliotech.