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Desktop
9488
Cinematic Computing
GameSpy
The History of MMOGs
The Pioneers
Designing for the Hordes
2003 MMOs
MMOs: Building Whole Societies
The Branded Worlds
2004 and Beyond

Game Spy - Week 5
Title:   MMOs: Building Whole Societies


From the Editors of GameSpy

by Tom Chick
     
  • MMO: Massively Multiplayer Online…
  • MMOG: Massively Multiplayer Online Game
  • MMOPW: Massively Multiplayer Online Persistent World
  • MMORPG: Massively Multiplayer Role-playing Game

What sets MMOs apart from other games are their social structures and communities. If you just want to kill things and level up a character, you can play Diablo. If you just want to wander in a 3D world, you can play Morrowind. If you're simply interested in fantasy or sci-fi, there are accomplished narratives like the Baldur's Gate series or Knights of the Old Republic. But what those games can't offer is a role in the complex and evolving set of living social structures. In MMOs, you’ll find guilds, role-playing servers, warring factions, economic classes, crime rings, griefers, political groups, and even entire cities and nations.

These are the bricks that form a new type of society, distinct partly due to the nature of the internet, partly because of how role-playing games have evolved, and partly just a matter of what happens when you throw together people with a shared interest. This is a society of unique communities built into, around, and sometimes even independent of massively multiplayer online role-playing games.


New Global Culture

"These kinds of groups aren't new," says Rod Humble, VP of Product Development at Sony Online Entertainment, where EverQuest and Star Wars: Galaxies were developed. He cites chess clubs, sewing circles, and amateur sports teams as examples of friends that build up around an activity. "What is new is the root of these groups -- computer games -- and the international nature of them. My guild has members from all over the world, even a guy who is on a round-the-world cruise ship. What's exciting is how there's a new global culture which transcends countries."

This "new global culture" merits a closer look. Dr. Aaron Delwiche, an assistant professor in the Department of Communication at Trinity University in Texas, teaches a class on the ethnography of online games. His class examines the social structures and unique culture practices found in MMOs.

"In all MMOs, players will come together and take some sort of collective action. Within the confines of the virtual world, they will try to create something bigger than themselves," Delwiche says. "The shape that those structures take depends largely on the context in which they emerge. For example, environments such as Dark Age of Camelot, Asheron's Call, and EverQuest share an emphasis on combat, leveling, and skills acquisition. Text-based [games] tend to be more focused on role-playing and imagination. The Sims Online and Second Life are complex MMOs with virtual economies, but they have completely different goals and objectives than other MMOs."


The Shape of Things
The basic shape of an MMO society isn't too different from the basic shape of any society: it's a sort of aggregation of clusters that takes on a life of its own. You have individuals banding together in small groups, small groups connected to form larger groups, which combine to form even larger groups.

The largest social groups are often analogous to nations. In many games, your character can choose to belong to one of a variety of factions that are part of the backstory. "This is like the relationship you have to your country in real life," says Anarchy Online's game director, Gaute Godager. "Some players would never dream of having characters on their account with more than one side. It would feel like a betrayal. Others feel that swapping side or having characters that each have a different allegiance would benefit the longevity of their gaming experience. From a sociological perspective, it's very interesting that players can have this 'multi-belonging' national structure. My hope is that we can learn something from being a bit more casual and playful with this sense of belonging, perhaps learn that nationality and identity can also be seen like coats. You tend to wage less war for your coat."


Show Me the Money
As with any real world society, money is an important foundation for social groupings. As in the real world, online economies can be frail. Developers have taken different approaches, ranging from Eve Online's laissez-faire player-driven economy to Dark Age of Camelot's tightly controlled monetary system.

Meridian 59 is probably the oldest graphical MMO. With its long history, it's seen it all. "Duping, exploits, bugs, et cetera. They've all had a hand in attempting to ruin the economy," notes Brian Green, co-founder of Near Death Studios, the group that resurrected Meridian 59 a year after 3DO shut down the servers. Green recalls an NPC gem merchant who bought gems at a fixed price. However, players who were members of a faction that gave them purchasing bonuses were able to actually able to buy gems from him at a discount and immediately sell them back for a profit. "This is warning for people who think that a dynamic economy is the solution for all the ills of an economy in an online game," Green says. "Just one flaw and you could do huge damage to the game."

With its attempt at an emergent system -- meaning a set of rules would be coded into the game and the specifics would emerge dynamically from the interaction of those rules -- Ultima Online blazed an ambitious trail but eventually turned back. It tried an elaborate 'desire-based' economy/ecology, in which each entity had a desire it tried to fulfill. Rabbits wanted plants, wolves wanted rabbits, shopkeepers wanted wolves' pelts. "It was very difficult to balance for a fun experience," recalls Ultima Online producer Anthony Castoro, "and very taxing on the servers. As a result, UO changed its ecology system to be more developer specified."

Most MMOs have 'developer specified' economies, which are carefully controlled. "I think all our challenges have been relatively trivial and fixed by a quick patch," says Sony's Humble. "We're able to put money sinks fairly quickly into EverQuest and, of course, our NPC vendors always buy and sell infinite goods at prices that we can set anytime we wish, so it's been fairly easy so far."

Matt Firor, an executive producer at Mythic Entertainment where Dark Age of Camelot was created, notes a common fear among MMO developers. "The great dread of online RPGs is that the economy will get inflated, resulting in a glut of money. It's better for long-term game stability to err toward the side of cash poor. It creates an urgency for players to want to go out and find money. It makes hard-to-get and expensive items all the more attractive."

Funcom's Anarchy Online has interesting take on how inflation leads to high prices (there are items in AO with costs in the millions) and a culture of haves and have-nots. "You created a social inequality in the game. On one side you had the experienced players who were well connected and rich. On the other, new players who could not access expensive items. You got classes, in the Marxist sense of the word. Naturally, starting a game where you're lower-lower class is not very inspiring. What we tried to do was offer luxury goods that were so overpriced that they drained money from the game. This has only a fair amount of success," he complains. "The rich keep getting richer." Funcom responded by seeding the game with items that could only be found randomly, giving everyone a chance to ‘win the jackpot’ by finding something like the storied Grid Armor IV nano crystal, worth up to 200 million credits. "I know several players who struck is rich finding one of these," he says.

According to creative director Raph Koster, Star Wars: Galaxies has so far enjoyed a successful player driven economy where the developers take a laissez faire approach, letting players buy and sell goods at whatever prices the market will allow. Koster notes that the only fixed prices in the game are incidentals like cloning frees, maintenance costs, and travel rates. "In a more typical MMORPG, we'd be tweaking the sale price of things and the buy price of things and worrying about exploits where people could generate cash by buying at one shop and selling at another. Of course, it hasn't stopped us from having the currency become devalued, like in every other MMO. But the nice thing is that player prices have just adapted."


Fight Clubs
"Nothing galvanizes a community like an external threat," says Near Death Studio's Green. It's no surprise that combat forms the basis for a lot of the social structures in an MMO (one MMO, Sony's Planetside, is built around nothing but combat). Green recalls the balancing act required to work player vs. player combat, or PvP, into the game. At first, there were only two factions, but as one faction started to attract more and more powerful characters, there was a snowballing effect. 3DO essentially bailed out the underdog by creating a third faction, which balanced things out.

Dark Age of Camelot also has three factions, called Realms. The developers at Mythic Entertainment have encouraged fighting among the Realms by allowing raids to steal relics that confer bonuses to whomever controls them. This has resulted in epic collaborative battles in which guilds band together to mount raids for another Realm's relics. Anarchy Online released an expansion pack called Notum Wars that built into the game rules for controlling property and capturing other players' bases. And of course Star Wars: Galaxies take place around the conflict between the Rebel Alliance and the Empire.

However, some MMOs, such as The Sims Online and A Tale in the Desert, are entirely devoid of any kind of combat, focusing instead on collaborative efforts like trying to form a band or build a pyramid. However, Sims Online designer Andrew V. Boyd is quick to point out that just because there's no combat doesn't mean there's no conflict. "People are really entertained by interpersonal conflict," he says, referencing the popularity of reality based TV shows.

"The Sims Online and A Tale in the Desert offer some interesting social structures, but without a guy coming through the door with a gun, you lose a dramatic device that has driven almost every great bit of entertainment," says a Star Wars: Galaxies player who goes by the name Mandash Grim.


Putting the RP into MMORPGs
Grim is a character on Galaxies' Starsider server. He's a member of Vagabond's Rest and the avatar for a veteran role-player who notes he's been playing pen and paper RPGs "since Carter was president". With MMOs, characters like Grim have a unique opportunity. However, in an ironic twist, they have to deal with a fundamental disconnect between role-playing and the core gameplay. "Non-role player guilds and organizations tend to be more focused on leveling characters and attaining material goals," says Firor of Mythic Entertainment, "while role players tend to be there to just enjoy the game and simply role play". Funcom's Godager says, "The challenge is that they exist in a world that for the most part doesn't understand or really respect them."

One solution is to offer servers specifically for role-playing. Another solution is to create social structures to help further the fantasy, building up around a shared fiction. Vagabond's Rest, a player-created city on Star Wars: Galaxies' Starsider server, is a classic example of this. Randy Varnell, aka Davyn Gabriel, is one of the founders of Vagabond’s Rest. "Our primary goal is community role-playing," Varnell says. "We want people who are going to play characters both big and small that add flavor to our environment. A side benefit of all that role-play is usually an increase in maturity among the players. Typically, a high concentration of those who role-play means a lower concentration of griefers [who try to ruin the experience for other players]."

Ultima Online has a role-playing community that subverts the intention of the game designers. UO only allows for human characters, but there are a group of orc clans who use masks and costumes to role-play orc communities that were never intended to be in the game.


Developer Cop
Subverting developer intentions is a significant part of an MMO, whether for good or ill. An important part of the social structure of an MMO is the role of the creators. What do the developers do in situations like The Sims Online Mafia, a group that extorted money from other players under the threat of its members clogging a victim's foe list? Sometimes developers are police, sometimes they're social engineers, and sometimes they're like the deist model of God as a clockmaker who sets the gears in motion and then sits back to lets it operate on its own.

This was also a significant part of Ultima Online's growing pains. Some guilds would blockade quest locations and demand protection money for anyone wanting to enter. There was a group known as the Dread Lords who went around attacking other players, decimating the population of entire towns and forcing the developers to change the rules for PvP, which ultimately minimized its role in the game. "Over the course of the first three years of its life, the player killing mechanics were reduced until they became entirely consensual, at which point most people opted out," says Ultima Online's Castoro.

"You need to make sure a certain level of decency is maintained," Meridian 59's Green says, "It can be very damaging to let a small group of people ruin the experience for other people." Anarchy Online's Godager notes that this is rarely organized. "This type of behavior is almost never seen as a communal activity, though. These are things usually done by individuals," he says, adding that Funcom never tries to limit behavior unless it's bigoted or exploitative.


The Hand That Guides
This leads to another important question in the interaction of developers with the societies they've created. How much should developers encourage social interaction as opposed to just letting it happen naturally?

"Forcing people to group with each other certainly helps cultivate friendships and new communities," says Sony's Humble. "Our challenge is to balance [individual] player empowerment with enough forced interactions to spark communities." In EverQuest you used to have to get another player to set your respawn point in case you died (a process called 'binding'), but Sony changed the rules so that NPCs could perform the service. "On one hand, if you have ever been looking for a bind at 3am, you can appreciate the new feature. On the other hand, it cut down on the player-to-player interaction."

Star Wars: Galaxies is at the other end of the spectrum. It's built around a core design that forces social interdependence among players. "A lot of decisions that seem odd were based on this core premise," says Sony's Koster. For instance, the size of the maps means there's a lot of empty space between towns, which require prohibitively long trips on foot. This is an intentional decision so that people will stick to particular locations and form communities. Similarly, some of the game's classes, such as healers and entertainers, are designed to reward players who enjoy just hanging out and chatting. Galaxies' model for healing damage and battle fatigue are a conscious design ploy to drive characters to the kinds of players they would otherwise ignore. "It was social architecture to create a traffic flow so that different types of players end up in the same place talking to each other," he confesses.


Reality Bites
There are some intriguing social dynamics when the real world bleeds into the online world of an MMO. For instance, there are tricky issues of property ownership when players buy and sell online assets like characters and items using real world money. Many games prohibit the auctioning of ingame assets on eBay, although these sorts of rules are difficult to enforce.

Anarchy Online and The Sims Online have players who run internet radio stations and promote them within the game, playing music and sending out dedications for other players. Boyd says that The Sims Online players routinely blend real life and Sim life. "Many of our fan sites feature areas where players post their photos and personal information, which is very different from what you see in other MMOs. In a sense, it feels a bit more like a masquerade party than an RPG."

Anarchy Online's Outzone is a sort of meta-organization that exists somewhere in between real life and MMO life. It's basically a message board and chat program aimed at alternative lifestyle players. Founder Dan Howe says he came up with the idea while he was playing. "Me and two other players were chatting about the difficulty of finding people to socialize/mission/quest with in the game where we can feel comfortable being ourselves." He created a message board that has since expanded into a chat program with a list of members. "Most of the people who contribute are gay friendly," says Howe, "although we've received some good input from people I'd consider hostile. I'd guess roughly 75% of [Outzone] are gay, lesbian, bisexual, or transgendrered in real life."

Many organizations in a game will host a website, often with an active message board. This can result in a group taking on a life of its own outside the confines of whatever game brought them together. In many instances, groups can migrate from one game to another, or even stay together after they've stopped playing the game. "This suggests players are making connections with one another at a real world level," muses Dr. Delwiche. "Players are interacting via complex game environments, and they are engaged in multiple levels of role-play, but there is a mutual acknowledgement that the 'minds' controlling the characters are interested in one another in a way that transcends the shared hallucination of virtual reality." Red pill, anyone?

The aforementioned Vagabond's Rest had migrated from EverQuest to Anarchy Online before settling on Star Wars: Galaxies. "I wouldn't be at all surprised to see the formation of vary large nomadic bands of likeminded players developing," says Vagabond's Rest member Grim Mandash, "These could well act as lobbying groups to shape design discussions."

In fact, they already have. "I think the next big challenge to online games is figuring out how to anchor these people to their game," says Sony's Humble, who mentions one option being explored is how to offer new online gaming genres that appeal to pre-existing communities who are not interested in long term commitments.


Future Societies
As for what to expect in the ongoing evolution of MMO social structures, there are different opinions. The Sims Online's Boyd sees control of social structures being increasingly passed on to players. "I think users will become more empowered to moderate themselves. If any game company handed down a form of government and said, 'This is it -- blammo -- you’re a plutocracy', or something to that effect, they would be in for a world of hurt." Many developers anticipate increasingly powerful and easy-to-use tools passed down to players to facilitate management of online communities.

Sony's Koster sums up the core lesson as 'community happens'. "You're making a mold," he says, "but the players fill it. They'll shape their community to fit the rule sets you have, but you never really get to control it. And odds are pretty good they'll leak out of the mold and do something you never expected."



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