Olde tyme post: Why Socializers are our Comrades
In addition to the previous article, I had a second essay printed in "Imaginary Realities".
This one is entitled Why Socializers are our Comrades posted in August of 2000.
Not much background required here. I did some editing to the essay to update a link, capitalize MUD according to modern usage, and fix a find-and-replace grammar gaffe.
According to the online Bartle-quotient test (Originally at [http://www.andreasen.org/bartle/], now at http://www.guildcafe.com/bartle.php), I am an SEK (Socializer, Explorer, Killer); I rank awfully close to Damion Schubert, according to the test. (I am still wondering if this is good or bad. ;) Now, I find this a bit odd, because I am not much of a MUSH player, I actually played LP muds exclusively in college. Nor am I a huge fan of plain chat. I also love offline games as well as online games; I have been neck-deep in Diablo 2, which is really little more than exploring random maps while waiting for your statistics to increase. :) Anyway, online I am mainly a socializer even if I have achiever tendencies in general.
Now, I think the distinction between online and offline play styles is important. When I log onto a MUD, I like to socialize and explore my surroundings. Why do I like to socialize? I think the main reason is because socialization only happens with other people, something I do not get in most offline games. Do not we put our games online to add the extra dimension of human interaction to the game? And, socializers are the people that provide the friendly face to this interaction in our games. All this seems brain-dead obvious, but is it really?
I advance the notion that we worry too much about the other types defined by Bartle to the exclusion of the Socializer type. We constantly ponder the problems caused by unrestrained Killers, we tend to focus our games on keeping the Achievers happy, and we always want Explorers to grace our games. Explorers are the fun and interesting players. But, when is the last time you heard any MUD developer consider, "How can I make my game more attractive to Socializers?"
Part of the problem is the fact that people view community as something that automatically happens in an online game. Obviously, it happens automatically, because it is what is unique to online situations compared to equivalent offline ones. One of the Laws states: "The basic medium of multiplayer games is communication." (Dr Cat's Theorem as expressed by J C Lawrence). However, I think most experienced developers know that community often does not form in ways we expect.
Even though the community happens automatically, the job of the developer is to help shape it to the extent they want it to fit into the game. We have trouble with some of our current communities because we did not take an active hand in developing the community we wanted. If a developer chooses a hands-off approach to forming community, he or she should not be surprised when something unusual (or unpleasant) forms.
In Meridian 59, when a particular new server was opened up in the early days of the game, some of the developers allowed an established, friendly guild of players to play on the server first. At least one of the former developers believes this is the reason that server remained strong even when others failed; the established guild had enough of a foothold to keep the "bad seed" in check. Even though the "undesirables" were present, they could not counter the group that was already established within the game. Given this, I think that developers cannot absolve themselves from considering how the community will form. And, by applying Bartle's research, we know Socializers are the foundation for a strong community.
So, how do we attract and retain Socializers? Really, there is nothing new or earth-shaking here, we just need to apply what we already know with more vigor. Communication tools are obviously an important part of retaining socializers. As I stated in my last rant, you need to make sure you include both instant and persistent communications in both individual and broadcast forms. Each of these types of communication is important for the Socializer to keep in touch with their friends and meet new people.
This also brings up another important concept: that we need to make sure that Socializers are able to meet new people and make new friends if they want, just as Achievers want new powers, Explorers want new areas, and Killers want new victims. Much of the focus I have personally seen in discussing systems for empowering social groups talk about allowing people to keep in contact with their existing friends. However, I know from personal experience that meeting new people is a large part of why I enjoy socializing with others.
Tying this back to "Advancement Considered Harmful", we need to make sure that Socializers can interact with a wide variety of people. If a low-level Socializer can offer nothing to a high-level player, then there is little possibility for interaction. The more this is the case, the less chance the Socializer will have of making friends and staying with the game. This interaction is vital to the Socializer, and the bond must be able to be maintained in the game, preferably without forcing a focus on achievement on the socializer.
So, why do socializers like our games? Why don't they stick to the chat rooms where they belong? Because the game provides an instant form of "common ground" to allow people to start conversations. There are a plethora of chat programs that allow me to keep in contact with my friends, but a MUD allows me to meet people with a common interest in gaming, a certain genre, etc and play a game with them. This is one reason why I think the watering down of games to make them more "mass-market" friendly is problematic. Without a solid, defining characteristic, it makes it harder for people to find others of similar interests, the "common ground" I spoke of above.
Of course, there are some limits on this. I am certainly not advocating that we focus on Socializers to the exclusion of all others. As I said before, I am not a huge fan of plain chat. We need the Achievers, Explorers, and Killers to make the mud a game. It is also important to realize that sometimes tradeoffs are made in the game. Perhaps you eliminate instantaneous communication for whatever reason ("not realistic", or "do not want players giving info to enemies", etc); a good developer realizes that this change accomplishes the goals of the game yet at the same time realizes it will hurt the Socializers. Each developer must decide if this is a good tradeoff in the game they are working on.
So, it is time for MUD developers to remember the Socializers. We must consider this group in designing our games, give them the necessary tools, and present them with the situations they desire. By intentionally including Socializers, we create a game that truly takes advantage of the online medium.
Once again, I think this withstands the test of time. I think that we really don't give enough consideration to Socializers (or, really, any group beyond Achievers), so I think this message bears repeating.
What's your thoughts? Should I have just gone and played The Sims Online with the three other people that showed up for the game? Or, was there some good insight here?
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I think that's still true today. One of the things that our SWG guild regularly discusses is that making the game easier to play has harmed community growth. It can be said that community growth requires interaction, and interaction requires interdependence. That means that you have to build the game so that the achievers need the socializers, and the explorers need the killers, if you want the best possible community to form.
In SWG's case, we had that - there were mechanics in place to insure that people leveraged the noncombat professions (which were more heavily socializer/explorer) and that the non-combat professions needed the aid of the combat professions (more heavily achiever/killer). Then those mechanics were removed, ostensibly as part of the push to make the game more friendly to newbies.
What it really accomplished was to make the game more soloable. "Playing alone together" became the standard, and the he interaction between combat and non-combat was broken, and the noncombat players found themselves without a reason to exist for the most part. As a result, the socializers and explorers started leaving the game, and not long after, achievers and killers started following them.
The development team saw this happening and in an effort to try and halt the pattern, they began working on adding additional depth to the game. They focused on achievers mainly, adding new abilities and ways to customize your character. While the changes were welcome and needed for other reasons, they didn't really address the community problem, because they didn't fix the interaction. It's only now, a year later, that we're beginning to see some movement on that front, and even if it works, it will still be years before the game's population recovers and we're back at the level of community growth that was present before the changes.
I think that anyone developing games right now, whether that's a live game or one in production, needs to be asking the question "how does each piece of my game encourage players to band together to solve problems". That's where socialization starts in any Diku derivative game, and it should be the number one design consideration for anything you add to the game. How does it help players in forming/joining groups and how does it promote interaction and community growth.
Comment by David (Tal) — 16 February, 2007 @ 5:42 AM
The Bartle Test was interesting, I came out a Explorer Achiever Killer Socialiser. I'd never came accross it before.
On the socialisation thing. I think no ones put sufficient focus into getting players together so your comments seem to be holding true. Given a choice I naturally head away from other players, so I can't say too much on it. I wonder if there's mechanisms to bring people together outside of what we have (LFG tools, Meeting Areas (i.e. stones, quest hubs), shared goals (crafting or questing). Maybe there's a design challenge there?
Also is there a way to *reward* socialisers, i.e. through new emotes or actions? Gathering people together, or moving them around seems like a perfect role for a socialiser - people need to open up a dialog if they want to be summoned somewhere or portalled elsewhere. So maybe, however it's implemented, socialisers could be rewarded with greater powers of transportation. Likewise someone who /dances a lot in an MMO might find that one day they get a new dance move to use.
Comment by Jpoku — 17 February, 2007 @ 4:46 AM
Weekend Design Challenge: Long-standing problems...
Inspired by my two Olde Tyme Posts, "Acting Casual About Casual Gamers" (http://www.psychochild.org/?p=266) and "Why Socializers are our Comrades" (http://www.psychochild.org/?p=267), this weekend's challenge is this:
What long-standing problems d...
Trackback by Psychochild's Blog — 17 February, 2007 @ 11:28 PM