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	<title>Comments on: Solo != Anti-social</title>
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	<link>http://www.eldergame.com/2008/01/solo-anti-social/</link>
	<description>MMO game development</description>
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		<title>By: Gathrog</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-44035</link>
		<dc:creator>Gathrog</dc:creator>
		<pubDate>Mon, 01 Feb 2010 00:41:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-44035</guid>
		<description>What many people don&#039;t understand is: 

Grouping in theory is the most basic way to promote social contact in any MMO. 

Grouping in current MMO reality is stressful and annoying. 

Just as Sandra pointed out there are other ways to promote social activities other than the current conventional MMO grouping system. Most of her “off the top of her head” ideas are interesting and innovative. With that being said the current conventional grouping system isn&#039;t all bad, it just needs a revamp for accessibility and fun. 

Celestian pointed out that finding players for a group is a major problem, but I think Celestian is wrong in his assumption that solo gameplay is the issue. I think most players don&#039;t group unless they have to, because in addition to being difficult to find players, the current grouping system isn&#039;t very rewarding either. In fact most games actually penalize you for grouping.

When in a group most games will divide the experience gained from a mob not by a small percentage, but evenly by the number of players in your group. Any loot the mob drops must also be rolled on and can&#039;t be divided. So in the current grouping system before anything else is said and done the group members know they will gain less experience and less loot just by deciding to group together. 

What should be done then to improve grouping? I think Warhammer online made lots of headway on the issue of finding groups with their open party and public quest systems. I also think that adding more rewards and/or reducing the penalties for grouping will encourage more players to group more often or, god forbid, group even when they don&#039;t have to.</description>
		<content:encoded><![CDATA[<p>What many people don&#8217;t understand is: </p>
<p>Grouping in theory is the most basic way to promote social contact in any MMO. </p>
<p>Grouping in current MMO reality is stressful and annoying. </p>
<p>Just as Sandra pointed out there are other ways to promote social activities other than the current conventional MMO grouping system. Most of her “off the top of her head” ideas are interesting and innovative. With that being said the current conventional grouping system isn&#8217;t all bad, it just needs a revamp for accessibility and fun. </p>
<p>Celestian pointed out that finding players for a group is a major problem, but I think Celestian is wrong in his assumption that solo gameplay is the issue. I think most players don&#8217;t group unless they have to, because in addition to being difficult to find players, the current grouping system isn&#8217;t very rewarding either. In fact most games actually penalize you for grouping.</p>
<p>When in a group most games will divide the experience gained from a mob not by a small percentage, but evenly by the number of players in your group. Any loot the mob drops must also be rolled on and can&#8217;t be divided. So in the current grouping system before anything else is said and done the group members know they will gain less experience and less loot just by deciding to group together. </p>
<p>What should be done then to improve grouping? I think Warhammer online made lots of headway on the issue of finding groups with their open party and public quest systems. I also think that adding more rewards and/or reducing the penalties for grouping will encourage more players to group more often or, god forbid, group even when they don&#8217;t have to.</p>
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		<title>By: PJC</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-27151</link>
		<dc:creator>PJC</dc:creator>
		<pubDate>Sat, 18 Jul 2009 08:47:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-27151</guid>
		<description>If I have no solo play to do when I&#039;m waiting for group pay to materialize, I get bored and logout.  If I do that often enough I lose my social connections and quit the game.

Second, I&#039;m a parent.  I get interrupted.  When I&#039;m in that mode, I prefer to solo, but I can still be chatting with my guild.

My issues are mine alone, and yet demographically I am legion (yes kids, your parents play games), and this is why I think good MMOs have good solo play.  If that solo play can be made to have social effects -- asynch stuff like accumulating &quot;guild reputation&quot; or whatver -- hurrah!  But don&#039;t break my solo play when you do it please.  :)</description>
		<content:encoded><![CDATA[<p>If I have no solo play to do when I&#8217;m waiting for group pay to materialize, I get bored and logout.  If I do that often enough I lose my social connections and quit the game.</p>
<p>Second, I&#8217;m a parent.  I get interrupted.  When I&#8217;m in that mode, I prefer to solo, but I can still be chatting with my guild.</p>
<p>My issues are mine alone, and yet demographically I am legion (yes kids, your parents play games), and this is why I think good MMOs have good solo play.  If that solo play can be made to have social effects &#8212; asynch stuff like accumulating &#8220;guild reputation&#8221; or whatver &#8212; hurrah!  But don&#8217;t break my solo play when you do it please.  :)</p>
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		<title>By: Dancing Petal Digest&#160;-&#160;Blog Archive&#160;-&#160;The XP Jar #2 - Some Handy Tips for Saving Gold</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-21213</link>
		<dc:creator>Dancing Petal Digest&#160;-&#160;Blog Archive&#160;-&#160;The XP Jar #2 - Some Handy Tips for Saving Gold</dc:creator>
		<pubDate>Tue, 28 Apr 2009 18:04:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-21213</guid>
		<description>[...] not the anti-social type. I like to do my own thing and tend to go afk a lot. I also don’t like trying to synch up quest [...]</description>
		<content:encoded><![CDATA[<p>[...] not the anti-social type. I like to do my own thing and tend to go afk a lot. I also don’t like trying to synch up quest [...]</p>
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		<title>By: Sevastyan</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-12262</link>
		<dc:creator>Sevastyan</dc:creator>
		<pubDate>Thu, 06 Nov 2008 05:37:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-12262</guid>
		<description>cool you saytik! Write more!</description>
		<content:encoded><![CDATA[<p>cool you saytik! Write more!</p>
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		<title>By: John Petersen</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-12190</link>
		<dc:creator>John Petersen</dc:creator>
		<pubDate>Tue, 04 Nov 2008 09:41:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-12190</guid>
		<description>I just want to play in a world with as many people in it as it will possibly hold and still be free to do my own thing. If i don&#039;t wanna group today, that&#039;s my option. If I don&#039;t ever wanna group, that&#039;s my option. If i don&#039;t wanna play the PK game, that another option I want.

I can do people, but I can&#039;t really do groups (thinking as one). You can call it antisocial, but it&#039;s really not.

I have to think for myself, but I wanna do it in a world with many, who do the same.

For the record: I got no problem with people who do want to group up. I do it myself sometimes.</description>
		<content:encoded><![CDATA[<p>I just want to play in a world with as many people in it as it will possibly hold and still be free to do my own thing. If i don&#8217;t wanna group today, that&#8217;s my option. If I don&#8217;t ever wanna group, that&#8217;s my option. If i don&#8217;t wanna play the PK game, that another option I want.</p>
<p>I can do people, but I can&#8217;t really do groups (thinking as one). You can call it antisocial, but it&#8217;s really not.</p>
<p>I have to think for myself, but I wanna do it in a world with many, who do the same.</p>
<p>For the record: I got no problem with people who do want to group up. I do it myself sometimes.</p>
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		<title>By: Wellstone</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-2279</link>
		<dc:creator>Wellstone</dc:creator>
		<pubDate>Tue, 29 Apr 2008 10:51:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-2279</guid>
		<description>Players may not enjoy those with whom they work, in real life. 
Part of the draw of MMOs is an opportunity to have challenge &amp; adventure, with some socialization.
Some people enjoy working on their own &#039;project&#039; while engaging in community conversations. 
In manufacturing, women can perform tedious tasks, maintaing a higher level of morale, when able to chat with one-another. 

For some players, simply playing an MMO is a step outside of their comfort-zone. Trying to force people to be &quot;more social&quot; tries forcing a primarly-introverted person into an extroverted-role. 

Were the person mostly extroverted, passtimes other than video games likely would hold that  person&#039;s focus.  Games that try to force socialization are run by people guided by a false view of their target market. 

Part of the market may be overseas military personnel, who are used to working in isolated jobs.  They still may want to solo, since any real-life interruption could occur at any moment, causing them to abandon their group in an instanced-section. Until games instantly reconfigure the instance based upon the group&#039;s composition, unexpected interruptions discourage many from grouping.</description>
		<content:encoded><![CDATA[<p>Players may not enjoy those with whom they work, in real life.<br />
Part of the draw of MMOs is an opportunity to have challenge &amp; adventure, with some socialization.<br />
Some people enjoy working on their own &#8216;project&#8217; while engaging in community conversations.<br />
In manufacturing, women can perform tedious tasks, maintaing a higher level of morale, when able to chat with one-another. </p>
<p>For some players, simply playing an MMO is a step outside of their comfort-zone. Trying to force people to be &#8220;more social&#8221; tries forcing a primarly-introverted person into an extroverted-role. </p>
<p>Were the person mostly extroverted, passtimes other than video games likely would hold that  person&#8217;s focus.  Games that try to force socialization are run by people guided by a false view of their target market. </p>
<p>Part of the market may be overseas military personnel, who are used to working in isolated jobs.  They still may want to solo, since any real-life interruption could occur at any moment, causing them to abandon their group in an instanced-section. Until games instantly reconfigure the instance based upon the group&#8217;s composition, unexpected interruptions discourage many from grouping.</p>
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		<title>By: Bart Stewart</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-597</link>
		<dc:creator>Bart Stewart</dc:creator>
		<pubDate>Sat, 19 Jan 2008 10:07:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-597</guid>
		<description>Thanks, Sandra. I&#039;ll try not to rattle on at too great a length (an awful habit of mine). :)

I was actually being careful not to define collaboration in terms of being only inside the game world. I definitely agree that there&#039;s big value for the typical MMORPG in finding in-game features suppporting fun collaboration, but I wouldn&#039;t want to exclude out-of-game features. Handheld or mobile devices might become workable interfaces, for example, and the idea of allow players to have some limited access to the game world through generic Web browsers seems to be picking up steam -- best not to foreclose those options if it&#039;s not necessary to do so.

That said, I admit to being mostly interested in in-game collaborative features, since (for now) that&#039;s where the &quot;massively multiplayer&quot; stuff happens. I liked your suggestions as a starting point for features developers can offer that promote the asynchronous collaboration that invites non-social players to participate actively. What I was trying to get at with my questions is some sense of what makes those suggestions good, and I think it&#039;s the notion of asynchrony. That&#039;s the characteristic that allows players to contribute (within some limits) when and where they like, rather than only being able to do so according to the schedules of other players. So any other feature suggestions that share this characteristic should be good for non-social players as well.

Of course, that raises the question: if non-social players like some asynchronous collaboration feature, what&#039;s to keep it from also being popular with social players who, in their enthusiasm, might crowd out the non-social players?

But maybe questions of gameplay balance should be left until after a few more feature ideas get brainstormed! I&#039;m going to see if I can dream up some other ways that characters can interact with other characters that don&#039;t require locality or immediacy -- if anyone else wants to play along, that would be great. :)</description>
		<content:encoded><![CDATA[<p>Thanks, Sandra. I&#8217;ll try not to rattle on at too great a length (an awful habit of mine). :)</p>
<p>I was actually being careful not to define collaboration in terms of being only inside the game world. I definitely agree that there&#8217;s big value for the typical MMORPG in finding in-game features suppporting fun collaboration, but I wouldn&#8217;t want to exclude out-of-game features. Handheld or mobile devices might become workable interfaces, for example, and the idea of allow players to have some limited access to the game world through generic Web browsers seems to be picking up steam &#8212; best not to foreclose those options if it&#8217;s not necessary to do so.</p>
<p>That said, I admit to being mostly interested in in-game collaborative features, since (for now) that&#8217;s where the &#8220;massively multiplayer&#8221; stuff happens. I liked your suggestions as a starting point for features developers can offer that promote the asynchronous collaboration that invites non-social players to participate actively. What I was trying to get at with my questions is some sense of what makes those suggestions good, and I think it&#8217;s the notion of asynchrony. That&#8217;s the characteristic that allows players to contribute (within some limits) when and where they like, rather than only being able to do so according to the schedules of other players. So any other feature suggestions that share this characteristic should be good for non-social players as well.</p>
<p>Of course, that raises the question: if non-social players like some asynchronous collaboration feature, what&#8217;s to keep it from also being popular with social players who, in their enthusiasm, might crowd out the non-social players?</p>
<p>But maybe questions of gameplay balance should be left until after a few more feature ideas get brainstormed! I&#8217;m going to see if I can dream up some other ways that characters can interact with other characters that don&#8217;t require locality or immediacy &#8212; if anyone else wants to play along, that would be great. :)</p>
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		<title>By: Sandra</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-591</link>
		<dc:creator>Sandra</dc:creator>
		<pubDate>Sat, 19 Jan 2008 07:37:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-591</guid>
		<description>Hey Todd! Good to see you. Actually, Eric did the chart, and when he did I complained about that very same fact (that it doesn&#039;t adequately represent multi-tasking) myself. But he still said it was better than the random picture of a woman singing a solo I found on clipart.com. He said she creeped him out. So I let his chart stay.

Bart: Of course you are welcome here! Anything that encourages interesting discussion is a good thing, and I&#039;ve been quite impressed with some of the comments that have come in about the STO posts. But back to this post ...

I really like your thoughts about asynchronous collaboration. I think that you&#039;ve stopped right before the interesting bit, however -- figuring out more in-game mechanics that support asynchronous collaboration. 

A lot of my favorite methods right now aren&#039;t properly in-game: they revolve around blogs and niche fansites and similar out-of-game communities. I&#039;d be happier, though, if I could come up with more in-game mechanics -- the list here is a brief brainstorm, but I suspect that that&#039;s where the neat innovation of the next generation games will come in.</description>
		<content:encoded><![CDATA[<p>Hey Todd! Good to see you. Actually, Eric did the chart, and when he did I complained about that very same fact (that it doesn&#8217;t adequately represent multi-tasking) myself. But he still said it was better than the random picture of a woman singing a solo I found on clipart.com. He said she creeped him out. So I let his chart stay.</p>
<p>Bart: Of course you are welcome here! Anything that encourages interesting discussion is a good thing, and I&#8217;ve been quite impressed with some of the comments that have come in about the STO posts. But back to this post &#8230;</p>
<p>I really like your thoughts about asynchronous collaboration. I think that you&#8217;ve stopped right before the interesting bit, however &#8212; figuring out more in-game mechanics that support asynchronous collaboration. </p>
<p>A lot of my favorite methods right now aren&#8217;t properly in-game: they revolve around blogs and niche fansites and similar out-of-game communities. I&#8217;d be happier, though, if I could come up with more in-game mechanics &#8212; the list here is a brief brainstorm, but I suspect that that&#8217;s where the neat innovation of the next generation games will come in.</p>
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		<title>By: Todd Berkebile</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-589</link>
		<dc:creator>Todd Berkebile</dc:creator>
		<pubDate>Sat, 19 Jan 2008 05:08:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-589</guid>
		<description>So Sandra, if you are chatting and role-playing at the same time you&#039;re solo-adventuring then shouldn&#039;t the percentages in you pie chart add up to more that 100%?  You&#039;re not counting your ultra-efficient multi-tasking! :P

Then again, I seem to remember you role-playing a mute character so that you wouldn&#039;t have to chat with people while playing in a group. ;)</description>
		<content:encoded><![CDATA[<p>So Sandra, if you are chatting and role-playing at the same time you&#8217;re solo-adventuring then shouldn&#8217;t the percentages in you pie chart add up to more that 100%?  You&#8217;re not counting your ultra-efficient multi-tasking! :P</p>
<p>Then again, I seem to remember you role-playing a mute character so that you wouldn&#8217;t have to chat with people while playing in a group. ;)</p>
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		<title>By: Bart 'Flatfingers' Stewart</title>
		<link>http://www.eldergame.com/2008/01/solo-anti-social/comment-page-1/#comment-576</link>
		<dc:creator>Bart 'Flatfingers' Stewart</dc:creator>
		<pubDate>Fri, 18 Jan 2008 21:56:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/01/14/solo-anti-social/#comment-576</guid>
		<description>Wow. It&#039;s not often I read something that could have come directly out of my own brain. (Whether that&#039;s a Good Thing or not I leave to others to decide. ;-)

I&#039;m another one who&#039;s been irritated by this persistent canard that people who aren&#039;t gregarious don&#039;t contribute usefully in massively multiplayer online games. I&#039;ve also observed more than once that the multiplayer aspect of these products is what&#039;s most unique about them and therefore is what most needs to be leveraged through appropriate design features, but that doing so shouldn&#039;t equate &quot;social&quot; with &quot;grouped.&quot;

So I&#039;m completely on board with your points, Sandra. The possible solution I&#039;d like to offer can be summed up in one word: collaboration.

Instead of perceiving right-here-right-now to be the only possible form of social interaction (as very social people tend to do because that&#039;s what they enjoy), &quot;collaboration&quot; encompasses both highly personal and reserved styles of multiperson play. By analogy with other online activities, collaboration is not only synchronous like chat boards, it&#039;s asynchronous like discussion forums.

Which brings me to my argument that &quot;asynchronous collaboration&quot; is an accurate way of describing the non-local, non-immediate interactions favored by non-social players. And my point is that because asynchronous collaboration is a valid way of contributing to a MMOG, non-social players who participate in these indirect interactions absolutely do contribute to those gameworlds, just as people leaving messages on a discussion forum contribute to those discussions.

Crafting and auction house activity is probably the most visible example of this kind of interaction. How effective would the in-game economy of any major MMOG be without the non-social people who collect resources, make things with those resources, and buy and sell them on a game&#039;s open market? The indirect interactions of non-social players with many other players directly benefit everyone in the game by efficiently creating and distributing goods.

But auction houses shouldn&#039;t be the only way that non-social players can contribute. What about other kinds of asynchronous collaboration? More specifically, what are some other ways that players in a massively multiplayer world can collaborate that are either non-local, or non-immediate, or both?

I don&#039;t want to wear out whatever welcome I may have here (I suspect that I may already not be Eric&#039;s Flavor Of The Month given that I&#039;m the guy who brought his &quot;Advice for Cryptic&#039;s Star Trek Team&quot; post to the attention of STOnet readers :D), so I&#039;ll leave that question open. I&#039;ll be interested to see if anyone thinks it&#039;s worth pursuing.</description>
		<content:encoded><![CDATA[<p>Wow. It&#8217;s not often I read something that could have come directly out of my own brain. (Whether that&#8217;s a Good Thing or not I leave to others to decide. ;-)</p>
<p>I&#8217;m another one who&#8217;s been irritated by this persistent canard that people who aren&#8217;t gregarious don&#8217;t contribute usefully in massively multiplayer online games. I&#8217;ve also observed more than once that the multiplayer aspect of these products is what&#8217;s most unique about them and therefore is what most needs to be leveraged through appropriate design features, but that doing so shouldn&#8217;t equate &#8220;social&#8221; with &#8220;grouped.&#8221;</p>
<p>So I&#8217;m completely on board with your points, Sandra. The possible solution I&#8217;d like to offer can be summed up in one word: collaboration.</p>
<p>Instead of perceiving right-here-right-now to be the only possible form of social interaction (as very social people tend to do because that&#8217;s what they enjoy), &#8220;collaboration&#8221; encompasses both highly personal and reserved styles of multiperson play. By analogy with other online activities, collaboration is not only synchronous like chat boards, it&#8217;s asynchronous like discussion forums.</p>
<p>Which brings me to my argument that &#8220;asynchronous collaboration&#8221; is an accurate way of describing the non-local, non-immediate interactions favored by non-social players. And my point is that because asynchronous collaboration is a valid way of contributing to a MMOG, non-social players who participate in these indirect interactions absolutely do contribute to those gameworlds, just as people leaving messages on a discussion forum contribute to those discussions.</p>
<p>Crafting and auction house activity is probably the most visible example of this kind of interaction. How effective would the in-game economy of any major MMOG be without the non-social people who collect resources, make things with those resources, and buy and sell them on a game&#8217;s open market? The indirect interactions of non-social players with many other players directly benefit everyone in the game by efficiently creating and distributing goods.</p>
<p>But auction houses shouldn&#8217;t be the only way that non-social players can contribute. What about other kinds of asynchronous collaboration? More specifically, what are some other ways that players in a massively multiplayer world can collaborate that are either non-local, or non-immediate, or both?</p>
<p>I don&#8217;t want to wear out whatever welcome I may have here (I suspect that I may already not be Eric&#8217;s Flavor Of The Month given that I&#8217;m the guy who brought his &#8220;Advice for Cryptic&#8217;s Star Trek Team&#8221; post to the attention of STOnet readers :D), so I&#8217;ll leave that question open. I&#8217;ll be interested to see if anyone thinks it&#8217;s worth pursuing.</p>
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