Setting Expectations

Syl gave me a comment on my FF14 starter post with a truism that many of us seem to neglect.

“what’s true though is that it always helps to temper your expectations about any MMO – more pleasant surprises that way.”

In my line of work, setting expectations is often overlooked until you get to end user testing. This is a bad thing since you’re designing in the dark.  Imagine if you were making a water slide but people thought it was going to be a roller coaster.

If I look back 10 years, the MMO market was sparse.  Expectations were more around the D&D format and MUDs, social before mechanics.  WoW comes out and streamlines a bunch of stuff, makes a pile of money too.  Others tried to clone the idea but expectations had already been changed by the time they came out the door.

It’s simple in concept, difficult to implement.  If a product meets or exceeds expectations, odds are you’ll have a good time.  If the product fails to meet expectations, bad things are going to happen.  If your hype cycle doesn’t properly set expectations, then the default one is going to be “industry standard”.  In the MMO world, if you’re a themepark then you’re set up against WoW for content, SWTOR for story, RIFT for player customization, GW2 for public events and a few other tidbits along the way.  Either your game meets those expectations or you are super clear that you are trying something different.

When I try a new MMO, I instantly compare features as I consume them but the expectations from the start are rather sparse.  For example, I think Neverwinter does a super job and doesn’t try to exceed its reach.  When I started playing that game, my expectations were low (partly due to the developer, partly due to lack of hype) and I was extremely pleased with the result.  Comparatively, my expectations for SWTOR were very high because they promised me a pony and gave me a bag of doorknobs.  The 4th pillar was amazing, and I wrote about that extensively, but the rest of the game was really poorly thought out.

Looking at FF14, my expectations were really low.  I know the first version failed miserably and a re-launch rarely works out.  In this particular case, when I logged in, I was familiar with very few of the systems – essentially only the 2.5s cooldown and class swapping.  If you think about it, there was little to no communication about the various systems during relaunch, just word of mouth.  And that word is good.

This is more of an issue with TESO, an established franchise with extremely firm expectations, and WildStar, a new IP but with a rather strong PR campaign about system mechanics.  I feel like TESO cannot possibly meet my requirements to merit the name it’s using and that I know exactly how WildStar is supposed to work before I get to play it.  The idea of discovery is just… gone.  And to be honest, that’s where the thrill is.

Architectural Service Design

Now that’s a heading that should make people’s heads hurt.

I’m in the middle of a rather large service design project now and it’s making me think long and hard about similarities in games.  There are 4 main phases; design, migration, steady state and close out.  I am chest-deep in the first one and I talk about this a lot on the blog.  The other three, let’s get a bit more meat on.

Migration is the period between nothing and operational state.  This is paperwork stage, signing agreements and whatnot.  It’s when you buy your ticket to the ride.  Steady State is the day to day activities.  Close Out is when the service is about to be shut down.  There’s a lot of this one lately.  In simple terms, from a design perspective you need to figure out how to minimize impact to users during migration and ensure that steady state meets expectations, otherwise close out happens.  In practice this is more complex since expectations are all over the map for steady state.

If I take a console game as an example (BioShock Infinite or Ni No Kuni), the process of migration is simple enough.  Buy the disk, put it in, patch (maybe) and play.  There are no extra bells and whistles, you’re in.  MMOs you can’t really buy the games anymore, you’re downloading them.  There’s the signup, payment methods (PayPal should be an option everywhere), patching and then you get into the game.  That game part is also a problem since character creation, for many games, is done poorly.  Customization options are often lackluster and irrelevant after a few levels.  Class/race selection usually have a dramatic impact on gameplay but without the context for players to understand.  Someone starting an MMO cold is going to be confused and likely alone.  I went back to SWTOR recently and it took about 4 hours of reading forums and websites to have an idea what was going on.  Barrier of entry is a problem.

Steady state is also a fun one.  Again, the console example has you play a contained experience which is cohesive.  I mean that the game from start to end is logical, systematic and if you play the game you should be able to follow track for all content.  Batman doesn’t suddenly turn into a FPS game half way through. MMOs again have trouble here.  For some reason, many try to make 3 games in one.  First, is the leveling experience.  Heavy on story, exposition, relative balance.  Very lackluster on world integration.  You consume, move on and never really look back or understand your relation to the rest of the world.  Second is the “end game” aspect, where you’ve reached the end of the levelling experience and now have a list of a dozen things you can do.  Hunt knick knacks, get bigger numbers on your equipment, beat big bad guys.  This is, sadly, skinner box material.  Third is PvP.  This is usually a bolt on mechanic, with parallel gameplay and rewards.

 These 3 components are rarely integrated.  Leveling is often-time the only part people want to play since the disconnect at max level is just a wall of grind.  There’s no real progress except for numbers.  I mentioned in the last post that WoW leveling is a face roll of challenge, and then you reach the max level stuff and realize you actually need to use some of those skills you got 50 levels ago. SWTOR is somewhat interesting in that you need to use ALL skills to do leveling content.  PvP, other than a handful of games, has no bearing on PvE.  Since UO took the knife to the problem, no game has really put effort to figure out this problem.  Heck, FireFall has pretty much thrown in the towel even though it was pitched as PvP only.

Games today have a significant challenge to come out of the gate.  First, there are few people entering MMOs cold and they have expectations.  If your game’s Migration phase is different than existing models, it need to be ultra smooth and intuitive or you’re going to lose people.  If you want people to stay around after the leveling portion of the game is done, make sure it is tightly integrated with other systems.  GW2 is a good example where leveling content is also seen as end-game content.  If you want PvP in the game, make the social aspects obvious and integrated.  Have it affect the PvE world and vice versa.   Change zone “availability” based on PvP results and make those zones relevant.

I love the challenge of architectural service design.  I think it’s one of the most complex and overlooked parts of development.  If done well, and expectations are clearly understood, then meeting those same expectations is in the realm of possible.

Challenge is Fun

I’ve been back in SWTOR for a bit, trying out the new content.  Well, new since I left 2 months after launch.  The context for the extra 5 levels (cap of 55 now) is interesting.

See, most themepark expansions add quests in zones to get you to the max level.  WoW gives you so many quests and linear content that you only ever need to complete half of it to reach the cap.  The rest is just wasted.  RIFT had an interesting tactic where there was just enough content, if you took on the grinding quests at the same time.  The amount of time SPENT leveling is also very inconsistent.  Either they rush you to the end or it takes forever.  I personally prefer a more or less linear path in the levels past the tutorial.  GW2 tried this and it worked.  Well for others, not so much myself.

The thing about GW2 is that there is little to no character progress.  From level 4 to level 50, you have essentially the same skills and press the same buttons.  If the process wasn’t linear, I think I would have gone crazy.  The content you go through is always challenging, since it’s nearly always scaled to your level.  I personally have a massive dislike for the challenge in GW2 due to game mechanics (hard to actually see who’s attacking and threat range is massive).  I do like that death is common enough to be a threat.  I just don’t like the reasons that I’m dying.  Like it’s out of my control.  So that game is on the backburner for a while.

SWTOR is different.  Death happens a lot, not so much as GW2 but if you’re pushing the game, you’re going to die.  The new content – Makeb and Oricon – both have exceptionally challenging battles.  The Imprisoned One has a regenerative heal and a fair chunk of skills you need to interrupt.  At level (53) I could not take him down, using every skill I had.  I wasn’t super geared, but more than adequate for the normal content.   The last guy on Makeb, no spoilers, killed me a dozen times before I figured the “dance” of the fight.  It was thrilling to finish it.  Now 55, on Oricon there is a guy called Commander Zoaron.  He is easily the most difficult fight I have seen in the game.  There are 2 skills that must be interrupted, 1 that you need to move out of range, another you need to break out of.  Each hit is like a bus.  10 tried in, multiple strategies, no luck.  Back at the fleet now, filling in some gear spots for another attempt.  Finally down, but just so.

Finally dead.

Finally dead.

WoW, as contrast, I think my Monk died twice from 1-90 in combat, and that was poor planning on my part.  Zero challenge anywhere, rarely a need to use anything more than 2-3 skills.  A druid I started is just stomping through everything.  It’s like I’m a god from the start til the end.  How does anyone understand how the game plays at max level going through this?

In SWTOR’s case, I feel like the challenge is specific to an encounter.  Figure out the puzzle, feel great, move on.  In GW2, I feel like the entire game is this weird structure of puzzle/punishment.  There’s no real way to solve it since it’s so generic.  I really love challenge, especially one that you feel you can overcome and look back upon.  It makes the game a heck of a lot more rewarding.

Syncaine Challenge

Why not, I’m game. Let’s argue what a successful F2P MMO brings to gamers that a subscription will not. 

Honestly, there’s just one answer. The actual game being available.  I think this echo’s Brian’s position.  Let’s break it down though, into chunks that are debateable.

One. There is a finite amount of players willing to spend $15 (or whatever amount) dollars a month on a game.  There are many more who will pay less and a few that will pay more. 

Two. That same finite group will, on average, stick to one sub game at a time. There are exceptions. 

Three. A game needs funding for production, marketing, launch and steady state. This is either through venture capital, crowdfunding, cash stops or subscriptions. The wall of finance to get a game out today is higher than 10 years ago.  Chris Roberts is an outlier.  There are dozens of MMOs on kickstarter that haven’t reached their goal.

Four. The compete with status quo, you have to be as good or better. To beat Wow you need the content and the systems and the social. The first and last are not likely possible with any existing budgets.  The middle one, system design, takes a level of talent that is rare, regardless of funding model.

Five. You need ways for players who want to pay more, to give more. Sub games have incentives/cash stops. F2P games are built on this model.

Six. Market share is never equal. There are 1-3 big guys that have 75% of the pie and everyone else gets a small piece. You cannot gain massive market share at launch, this takes time and word of mouth. 

Seven. You need in-game metrics to target your development to your baseline and revenue streams. If you sold your game as a PvP game and your stats say everyone plays PvE, then you have some serious design problems.  F2P metrics are much more obvious.

Eight. Players have a vested interest in their money. If they have spent $60 in a game and put in dozens of hours and have a social structure, they are extremely unlikely to leave that behind. The “grass is greener” until you’re on that lawn. 

Nine.  Players in all games cannot be entertained forever.  They will wander.  They will wander even more when there’s not price at the door.  If they like what they see, then maybe they’ll stick around. 

Ten. Commitment.  MMO gamers from 10 years ago grew up.  They have jobs and family and other commitments.  20 year olds today do not have the same mentality to gaming we had, since they have way more selection.  It isn’t that $15 is a lot, it’s that you’re vouching that you’re going to get bang for your buck.  F2P let’s you dictate when you’re going to pay and play.

 

I could probably list another 20 that are related but those cover the basics. The main point is that there are very few MMO players willing to give up what they have for new grounds, at a cost.  This means that the possible playerbase for any new game is significantly smaller than launch projections would suggest. So either you support a launch of 2 million people and know you can only keep 200K, or you find an alternative.  Plus, you need to manage the ghost town after launch – regardless of the business model.

For straight out benefits between F2P and subs, it’s all in the implementation. F2P gives me choice and makes me an empowered consumer. My wallet dictates game development. Are there crappy F2P models?  Heck yes.  Just like there are crappy subscriptions.  I didn’t want pet battles in WoW. I would have preferred something a lot different. But it’s not like they can test that idea. No one in EvE wanted monocles. Few wanted a lot of features from multiple patches. UO has had a long list of “what were they thinking?” moments.

A successful MMO keeps an active community engaged over long periods of time. It provides social economies. It provides content that the playerbase has a voice in. F2P gives MMOs a chance to make money and serve a non-niche target.  It provides a cash-positive experience on a wide range of games that would no longer be around today.  It allows developers to test ideas, sell them at low risk and see what works.

Story Matters

Way back when SWTOR (Dec 2011) launched I mentioned that I thought the leveling portion of the game was extremely well done.  It really was like playing KOTOR3 but with multiplayer.  Not MMO multiplayer, just lobby based games really.  There were next to no social tools in game at the time – which I argued was the primary reason it went F2P.

2 years on, or thereabouts, I decided to give the game another shot.  I do hear great things about it now, in terms of social stuff, where the account has value as well as the actual characters.  The Legacy System is  a neat touch that gets expanded every patch.  There are bind on account items that allow a ton of customization with no power creep.  That’s awesome.

So what’s changed?  Clearly, the F2P portion is a big one from my last session.  You can subscribe (which everyone should do for 1 month to get the expansion pack) and that gives you a ton of features that free players need to unlock.  Free players have a lot of limits but the entirety of the leveling game – the best part of the game – is free.  Experience gain is nerfed (~15%), you gain no rested, travel time is longer and there are limits on crafting, credits and what not.  It’s essentially KOTOR3 though, for free.  The stories have been expanded on Makeb and the progress is pretty neat.  I won’t spoil it but the concept is novel and the level gap isn’t a huge thing.  You know WoW’s expansion/raid issue where a raid boss at level 60 is the same difficulty as a rabbit at 61?  That really doesn’t seem to be such the case here.  Hats off on that.

There’s a character/item level dependent group finder now.  That’s a convenience.  You can swap specs out in the field, also good.  The real features are in customization of gear, dyes, vehicles and pets.  I’ve argued long and hard about this being the real venture for F2P, where power is not behind a pay wall, just content.  Every character is unique in their own way.  I wish Marvel Heroes would catch onto this a bit more.  Neverwinter did in the last expansion and WoW has transmogrification (still find that a stupid name).

Social tools still stink though.  There’s missing a summon player button.  It doesn’t prompt you to change instances to meet friends.  Loading screens can be horrendous.  It makes it harder to find and connect with other people.  I was really, really hoping they would have figured this part out by now.

As it is, I’m having fun playing through the story again through a different character’s eyes.  Replayability is super high here when the story is gripping rather than just a different set of class mechanics.  I played WoW recently and this has got to be my biggest gripe.  Leveling is just meh.  You only want to rush through it since there’s not meat to it and you have next to zero impact on the world.  I saved a damn world from demons and I still have to kill 5 boars.  At least in SWTOR your reputation precedes you and the story is cohesive.

I remember 2 months after launch having 2 max players and only PvP to do since everything else was busted.  The game is lightyears (had to fit that in) beyond launch state.  Had it come out with these systems at launch, I really do think history would have given the game a different by-line.  It’s certainly worth a look today and you can’t beat free as a price.  I’ll try to get a few screenshots up in the following days.

Gaming Voyage

In my (seemingly) eternal gaming voyages I tend to visit games for a while, then move on, then come back.  There are a few reasons for this and each is quite interesting.  Well, to me they are and you are reading my blog.  So yeah….

First is curiosity.  I absolutely love game design and love seeing how each developer interprets the needs of their game in terms of game mechanics.  The progress of some games is simply fascinating.  Firefall is a good example.  When it launched the first beta, it was primarily a PvP game with some PvE content.  The last patch completely removed PvP from the game due to metrics.  I won’t get too much into the PvP vs PvE debate but the argument here is rather convincing.  At least in F2P terms.  I also go back to WoW every 6 months or so for a 30 day period, well more like every 2 patches.  For a game that loses more players than any other game has active, you have to pay attention.

The second reason is content.  Let’s be honest for a minute here.  No company on the planet can develop content faster than the consumer can eat it up.  Sandbox games work here since a fair amount of content is player generated.  EvE has staying power because of that, but also because of the training time being measured in weeks.  Most games, I can get through the majority of content I think is valuable, within 2 months or so.  Upon repeat visits, this can be a matter of hours or weeks.

The third is time.  I have X amount of time to play.  That amount varies dramatically from week to week for multiple reasons; work, family, social, etc…  If a game requires a certain amount of playtime and I simply cannot commit, then I just won’t even bother.  I can fit a game of Marvel Heroes in.  I can’t fit most raids or massive PvP battles.  I have tried to set aside time for this, booked the calendar and all that.  I can assure you that gaming at home there is a perception that you are available even when you are not.  Maybe there’s a better solution.  Also, I don’t game in the summer months or at least very, very little.

The fourth is the social aspect.  They are the reason I return but also the reason I leave.  I used to have Vent installed and that worked ok when I didn’t have kids or a wife.  It’s really hard now to have any voice chat active unless I’m hidden in some corner.  I like coming back and meeting friends again but when it comes to active social content, I have difficulties finding the time to invest properly.  Plus with friends that game in multiple games, it’s hard to pick a single one to play.

So that leaves me in today’s pickle.  I have Rift, Neverwinter, Marvel Heroes, GW2, WoW, SWTOR, Diablo 3, Starcraft 2 and a few more games on my revolving plate.  That doesn’t even account for the single player games that have come along (Ni No Kuni, FF7 remake, GTA5, Tomb Raider, Dishonored and a pile more) over the past year.  As only one of those requires a sub (though 2 have it as an option), the barrier to entry is super low.

My gaming trip continues…

Social Economies – Part 4

This is the final post in the Social Economies series, where we covered definition, previous history and current state.  This post will focus on the speculative future and provide some suggestions developers may want to consider.

First we need to address the elephant in the room and that’s the gamification/RPG trend.  The gamification trend alludes to what seems to be a start, end, goal and reward process for many services.  Fitocracy is a perfect example, where you get badges for doing exercise.  The RPG trend is linked quite heavily and this refers to the “level up” feature in nearly all games and quite a few services.  COD took this to the extreme and now every game seems to have this feature baked-in.  The concept of a “ding” upon level up is so pervasive today that it has lost most of its meaning.

The baby elephant underneath the big one is the F2P gaming trend.  These are designed to be extremely consumable products focused drastically on the short term.  They are generally just like junk food; you get a fix and move on.  There are hundreds and hundreds of games that fit this mold and very few MMOs, in the West, are designed with F2P from the start.  They are magically reverse engineered with varying results.  Some give everything away, some put up massive pay walls.  Eastern games are nearly all F2P from the start and have very short life spans.  But the culture there accepts this model.  I won’t go into more detail about it, since our culture in the West is quite a bit different.

We’ve addressed the fact that social economies are dependent on people investing time to get results, regardless of the game structure around them.  The reward structure is primarily intrinsic but can be supplemented with extrinsic rewards as a “selling feature” of a game.  In this I mean that if Game A has a functional social economy that took 2 years to build, Game B needs to offer a more improved economy. In actual fact, this is simply not possible but due to the two elephants in the room, that often doesn’t matter until month 2 after release.

So how does a new game coming out attract, and more importantly, retain players?  It honestly cannot be a new shiny, as there just aren’t any left.  People have shot, sliced, danced and dinged their way through online games for 10 years and the market is just too saturated to sustain any more.  A new game needs intrinsic rewards that players value.

They need strong social bonds at an early point in the game – such as through a mentoring program.  Mentoring allows players of any level to get together and play together, with only small limitations.  I played with my brother for a long time but the level difference was always a hurdle we could not cross.  Mentoring, or level scaling play, is a no brainer.

They need synergies for social groups at an early level.  This can be done in a few ways but one idea I’ve had for a while is group/friend experience.  Similar to guild levels, the more you play with another person, the more options you have in interacting with them.  This could be a feature that allows you to copy their dye set, improves travel time when in range of each other or more social emotes.  This would again be account based because your friends are people, not avatars.

They need a framework of social tools.  They need to integrate into services that are not tied in-game, like the RIFT mobile application.  It lets you participate in game and stay in touch with friends and guildmates.  This allows you to maintain social bonds in and out of game.  In-game guild and group tools are also required and they must be available from the start and be intuitive.  Games need a no-tap rule and shared loot.  They need grouping tools to easily put people together.  They need teleportation tools to get friends together over long distances.

They also need a system of control for social interactions, policed in-game.  League of Legends has a tribunal system that works fairly well.  New games need an in-game, per account, reputation score.  People that are continually kicked, or who do nothing but harass other players should have a penalty for that activity.  UO tried this by not allowing PKs to go into towns but this was per character.  A per account penalty (which is what the XBOX One is doing) can easily weed out the trash that makes social activity difficult to maintain.  Gaming restrictions would be minor at the start (limited trade) and major at the end (Killed on Sight).

These are not exhaustive options and they are not extremely demanding.  They do however require a paradigm shift away from the per-character mindset to a per-player mindset.  If people suddenly feel a responsibility for their actions and therefore a value to them, they are more willing to invest in a game.  The future isn’t doom and gloom, we’re simply in a dip of game development while society as a whole learns to live with digital social economies.

Social Economies – Part 3

Continuing the Social Economies thread, we’ve covered the definitions and the history.  We’ll dive in to the current state for this post.  Remember that previously, I used the Facebook timeline as a watershed moment for online presence and that social economies from that point forward changed, drastically.

Outside of the gaming field, people today have extreme ease of virtual access to nearly everyone on the planet.  I talk a few times a day with friends overseas and in the US.  Talk isn’t the right word though, I typically chat with keystrokes.  And this is a big point.  Keystrokes are limiting.  They provide no audio-visual clues as to the theme of any given topic.  You can’t easily communicate feelings and emoticons are not a solution.  Many times, the keystrokes are limited in character sets, meaning that you need to summarize your idea quickly to get it across.  Otherwise you get the fun “person is typing” message that still gives me nightmares.  Today’s social interactions therefore become rapid and vapid.  More like junk food really where the context isn’t there and there’s just so much that it’s hard to digest the quality from the quantity.

Back into the gaming sphere.  Now that most (not all) have a reliable internet connection and are maintaining virtual “relationships” through web services, developers start integrating similar features into their games.  This is due mostly to the word of mouth/peer pressure dynamic of gaming, where if you’re in a solo game of CoD, other people in CoD3 don’t affect you.  However, if you want to play with your friends who have swapped games, you have to as well.  This is more or less an extension of the guild concept – which many non-MMO players call clans – a formal association with loose rulesets.  Joining a clan not only provide extrinsic rewards (mostly through perks) but also an intrinsic reward of easier difficulty.  5 coordinated people are much more efficient than 5 individuals.  MOBAs are a great example.  And that’s all fine and dandy.  You put in time, get something out and want to put in more time.

The problem stems from the size of events vs the size of the group.  Let’s say you have a 40 person event.  Each person feels valuable as a cog in the machine.  You have regular activities together.  Bonds are built.  If your group size is around 40, you’re grand.  If it’s double that, then you start getting into the clique issue of who gets to attend and who doesn’t.  The smaller the size of the event, the more segregated the group becomes.  Flex raids in WoW are a great way to combat this issue, for smaller groups.  If you’re in a 200 person guild though, what noticeable impact do you have?  You can’t effectively contribute and the withdrawals you make are barely noticeable.

I’ll talk about WoW for a few minutes now, since nearly all games since then have tried to emulate it, for better or worse.  Taking the previous paragraph into mind, WoW tiered access to a majority of the content behind group activities.  1-60 (at the time) was perfectly viable alone but at max level, you were “forced” into a group setting.  The social incentives were less than the extrinsic rewards the game offered.  Grouping had no purpose while leveling as it was time consuming and provided little to no rewards.  For it to work with the existing extrinsic rewards, you needed an “auto-summon” feature (in other games but WoW), a social framework toolkit (in-game guild tools) and stakes of claim (long term PvP goals).  If WoW was a sandbox, it wouldn’t have needed these things.

Vanilla put a lot of stress at the end game to be social, with no prior requirements or tools, and expected people to sink or swim.  Players from past MMO games (EQ, DOAC, etc…) understood these constraints and for the first year or so, while the game was small, it worked.  When the game became popular in the masses (again, the peer pressure statement + internet for all) people were joining the game only understanding the solo concept.  And then they hit the wall at 60.  With no social experience, a history of solo-only gaming, Blizzard suddenly had 75% of the playerbase in limbo.  They tried to address it a bit more in Burning Crusade, what with the significant amount of group quests while leveling but the problem was a core issue, not something to solve at level 60+.  8 years on and rather than implement social values at the start of the game, then opted to remove as much social interaction as possible.  Dungeon Finder and Looking for Raid are prime examples of this.

WoW Player Population Over Time

WoW Population

 

While not scientifically accurate (since no one surveys people about this sort of stuff) the above graph shows how the population increased overtime from Launch to Burning Crusade.  The MMO experience club never really grew and the “new to games” folks didn’t as the game wasn’t casual friendly yet.  The largest influx was from gamers who have never played an MMO.

Games from that point forward have replicated WoW’s no-grouping mentality with massive failure along the way.  WoW worked because of zeitgeist – the masses played it with nothing else around.  Every game that launched following that, without a social economy framework from day 1, has had to bolt it on after the fact and with poor results.  If the people playing the game aren’t the primary reason you’re playing the game, then it has limited shelf life.

The next post on this subject will cover the future and what options are possible.

Social Economies – Part 2

In the previous post, I covered the definition of social economies in terms of gaming and hopefully provided some framing to the concept.  This post is going to cover the history of social economies to provide some better context as to how we got to where we are.

Believe it or not but humans require social interaction.  100 years ago, your social framework was the village.  50 years ago it was what you could phone and maybe drive to within a few hours.  20 years ago it was what you could fly to.  The Internet really only took off 15 years ago and that was through dial-up.  Broadband internet is still not common for everyone.  The ability to contact other people, over extreme distances, is really only standard for people under the age of 1.  Anyone older than that, you will have spent the majority of your social time in face to face or phone conversations.

Today, nearly everyone has easy access to some form of internet, a smart phone and free web services to keep in contact with others.  Just 7 years ago, that wasn’t the case.

I want to stress the following fact that many people seem to forget.  Facebook, arguably the largest single impact on social economies, launched to the public in 2006.  It turned a profit in 2009.  We are pretty much only 5 years into the “social media” phase.  Anything before this time was considered niche and geeky.  I consider this the watershed moment for social economies.

So back to basics.  Before MMOs we had D&D and tabletop games (like Warhammer).  These were competitive games certainly, but operated with a set of rules rather than a pre-defined path.  There was no “one right way” to run an Orc army.  This meant that strategies and discussion occurred between the players and that the actually gameplay was secondary to the social interactions.  I didn’t play D&D with strangers just to get a D&D fix.  I played with friends.

MUDs came about and for the most part were based on D&D structure, minus the grouping aspect.  They were glorified chatrooms really – like IRC in the day.  Ultima Online was the first (not really, Meridian 59 was there before) game to provide a fully interactive game with social elements.  Launched in 1997, these were the dial-up days.  A lot stunk about the game but there was freedom, lots of freedom.  Social boundaries were established quickly – PvP clans, villages, mentors, dungeon runs.  You could play alone but again since there was not destined path, people naturally got together to try new things.

Remember ICQ, MSN & AIM?  That was the Facebook of the day.  Ventrilo, Mumble and Skype all came later.  General chat channels didn’t exist until EQ.  PHPBB was making thousands on guild websites.  If you wanted to talk to someone, you did it on the web, not in-game.  This also meant that the social bonds you made were available in other games and at times where you were not playing at all.  You didn’t need to play EQ to keep in touch with your UO friends.

If you look back before 2006, contact with people not in physical proximity was technically challenging: you needed hard to find quality internet, a desktop application (or website forum), non-game related contact information and good typing skills.  This “barrier to entry” meant that those who were in the game, wanted to be in the game and had a vested interest.  They wanted to participate in the social economy of the day and made the non-negligible effort to get there.  Up until 2006, there was common ground to build on.

Social Economies

Oh boy, what a simple title for what would fill books in content! First a definition. Social economies are those that are based on intrinsic values, i.e. of no physical value. A hug, a smile, but not a sword or a house.  They can however be composed of extrinsic items, in part, such as a village.

MMOS succeed or die on social economies. Otherwise, they are just large group single player games. Like Diablo3. A true MMO rewards you for making relationships and sustaining them. It’s the reason you log in, more than the shiny object on the corpse.

Outside of MMOS this is how social circles work. You are a part of a greater whole. You give time/affection for the promise of some in return at a later date. What else explains helping to move a friend in the pooring rain?

Take a step back to Ultima Online. Arguably designed with little foresight into the masses, it provided a basic toolset for social economies. Extrinsic value was so sparse, essentially only the house was a stable investment, that people used the tools to build more than the sum of parts. Entire villages sprung up with dedicated causes. There was one that had hundreds of books written by other players. Another was a rune set for practically every screen in the game.

EQ1 kept that up with an artificial group requirement wall. If you wanted to progress you needed a social group. I spent a lot of time in Guk with no experience gain to help guildies. Horizons (remember that one?) was all about this and had next to nothing to do otherwise. Sort of an odd Second Life I guess.

Wow changed this model drastically and more and more so every patch. Today you can do evertying in the game with no social investment (save minor parts). When you’ve had your fill of the trough, there’s no need to log in, making for empty guilds and empty servers. They tried to fix it but guild levels, achievements and transmog suits are a poor replacement for friends.

This is a hurdle next to no game has been able to overcome, en-masse. And that’ll be the topic of the next post.