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11 October 2005
Heat into Light:
Community Generating
Conflict in Online Multiplayer Games
By Jonathan Baron

INTRO
The word
"community" in the context of online gaming and the internet
is rapidly becoming as oft used and as meaningless as the word
"love" in the offline world. Online community has, instead,
become a Rorschach test – an image obvious to every spectator, yet
something that many people imagine or define differently. Although
it’s not easy, or even advisable in some cases, to try and define,
once and for all, the feel good word of the day, this is what this
lecture means to do. It begins with conflict – if there is no
underlying conflict your collection of people is a supermarket checkout
line, not a community. Unfortunately "conflict" is a loaded
word, and this paper explores the issue of conflict as a community
building engine in ways wholly apart from killing adversaries or blowing
things up.
Persistent world online
games are not really games at all. They are virtual worlds that lure and
involve their players through game mechanics. In this way players
create adventures, but there are no winners, no losers, no beginning,
except for individuals, and no end to the game. Thus, a multiplayer game
is an endless narrative, told by the audience. The ultimate reward,
however, has little to do with game play: it’s the community that
players become a part of. Although many game developers pay lip service
to communities, few comprehend their mysteries. As evidence of this,
let’s look at the evidence.
Exhibit A – Game Conflict
First, and most important of
all, development of an online community requires conflict. If there is
no conflict, you may think you have a community when all you really have
is a supermarket checkout line: a group of people in one place, acting
in a civil or even a pleasant fashion, with whom you have no connection
that penetrates to the personal level. Unfortunately, the word
"conflict" is even more misunderstood than the word
"community." Conflict, especially in a computer gaming
context, conjures up one thing: combat. Combat is further broken down
into genres: shooters, simulation, strategy, and so forth, each of which
has layer upon layer of weapons and armor grades adapted to each genre.
The point? The nature of this conflict suggests that game developers did
not have community development as their chief priority. Rather, they set
out to provide experiences that recognized computer game players would
embrace, and had the community more or less presented to them afterward
– often, much to their horror.
Exhibit B – Community
Accommodation
An online game community
exists outside the game, as a consequence of game play. It exists on the
message boards, mail lists, and player web sites. Yet only a tiny
fraction of today’s online game offerings give you so much as a hint
to where you find the community, much less provide community sites the
players want. Only a very few provide a direct route to community sites
from within the game itself. It is indisputable that the communities
online games generate are their most important product, not just in some
feel-good sense, but in the cold hard cash that customer retention and
word of mouth promotion brings. Yet nearly every online game hosts the
game and little else. They are like a factories that produce a product,
yet make no arrangements to ship or deliver it. Rather, they let
customers take delivery on their own, and do with it what they will.
Simply put, most online game
developers still believe that the game is the product. The community
spawned by the game, for them, falls into the realm of,
"whatever." Far from seeing the importance of hosting the
community, most would like to have as little to do with the community as
possible. This is hardly a peculiar point of view. Many people view the
internet as a boiling chaos of faceless souls behaving in shrill and
rude ways. What online game developers fail to understand, however, is
that the power of their medium is the ability to transform this anarchy
into civilization. The developers, by the nature of the conflict their
games offer, and the accommodations their games make for persistent
groups, are responsible for the type and tone of the communities arising
from their games.
Inviting the Visigoths to
Dinner
To build your product, take
a medium that often serves as an antisocial catharsis for socially inept
or inexperienced people, make sure you package it and market it in a
manner that both appeals to them and repulses socially healthy souls,
and deliver it with a twist: your product takes this audience and tosses
them together into the same online environment. Now, tell me you’re
shocked that you now have to build obscenity filters, devise ever more
elaborate hack checking schemes, field hundreds of complaints a day –
many of them in all caps email filled with misspellings and bad or
absent grammar – and ban accounts from your game, permanently, on a
daily basis. The internet is not predominantly a nasty environment; you,
unwittingly, have issued an invitation that readily appeals to the
online equivalent of the barbarian horde.
Beyond Killing Critters, and
Blowing Stuff Up
If you’re not going to
offer mainstream computer game conflict, what will you offer? Certainly
you’d have little chance for success creating a game called Field of
Daisies, where players roam a plush landscape filled with nothing but
flowers that magically regenerate as you pick them. There must be a
motive, friction opposing that motive, and risk associated with
satisfying it. Simply, there must be conflict. Let’s step back from
traditional computer gaming conflict for a moment, and look at the
conflict that builds and sustains other sorts of online communities.
As noted earlier, an online
community is not simply a collection of souls. It’s many things, but
for the purpose of this lecture, we’re going to employ three of the
more obvious requirements:
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Persistent Members
– an online community is not a revolving door. It can absorb
and endure lots of people who only drop by for a short time, but it
is sustained by long term members.
-
Discussion beyond a
special, narrow interest. One of the most compelling aspects to
online communities is their ability to regularly connect more people
interested in a specialized or esoteric topic than could ever meet,
day-to-day, in the physical world. Yet if they stick to the topic,
and only the topic, you don’t have a community, you have a special
interest group. This is what online forums were often called years
ago - SIGs – and most were heavily moderated to prevent off-topic
discussion. As anyone involved with SIGs knows, they were not ideal
for getting to know people.
-
Development of
relationships that transcend the virtual setting. Members of
true online communities invariably arrange to communicate with each
other outside the forum. This can be through the telephone, email,
or even travel.
Now let’s look at two
non-game online communities that meet the above criteria, and examine
the conflict that created them and sustains them. Both examples attract
a broad cross section of people, their message forums require no
moderation, there is no obscenity filter, and no member has ever been
banned.
Community: TIMEZONE.COM
This site is dedicated to
wrist watches. It has an extremely active message forum with many
members that have been reading and posting regularly to it for a lengthy
period. As you can imagine, there’s a lot of discussion about watches,
but a surprising amount of the talk heads in all sorts of directions.
Conflict
A watch says a lot about a
person. Watch selection reflects the world at large, much the way
automobiles do. Entry to the community begins with people going to the
forum to gain information about various watches they’re thinking of
buying. Some folks are into features, others are enamored with
technology, still others see the watch as an expression of tradition.
Thus the esthetes join battle with the technos who joust with the old
school. Then there are the people who want their watch to express only
one thing: their importance and affluence. People used to online games
will find this conflict muted, but it is one of the most important of
all community generating forms of conflict: conflict that penetrates the
veneer of our crafted personas to reveal who we essentially are.
Community: The Luscombe List
This is an email list of
people who either own or are interested in the Luscombe 8 series light
airplanes, originally designed and sold in the late 1930s and later,
after World War II, in the mid to late 1940s. Sustained membership on
this list spans years, and members range in age from their mid-20s to
their mid-to-late-80s. Not only is this a very active list, much of the
discussion centers on subjects apart from flying or aviation. Many of
the list members have gone to heroic lengths to meet one another, face
to face, as well.
Conflict
These aircraft are old and
difficult to handle, in the take off and landing phases of flight,
compared to modern general aviation airplanes. Facing this conflict, and
succeeding, provides the initial rite of passage into the community’s
circle. These are also airplanes with poorly documented systems and
maintenance procedures. Facing this conflict, and gaining this rare
knowledge, provides an additional rite of passage into the community’s
experts circle. Learning the subtleties of how these aircraft handle in
a variety of situations is a further source of conflict – in part
because pilot operating handbooks of the era were remarkably short on
performance data, and in part because flying is not something mastered
over a short period of time. Experts in this area enter the
community’s elders circle. Flying itself is often an emotionally and
spiritually intense experience. The conflict is capturing that in words
in a manner than resonates with the community. Doing so provides a rite
of passage and an additional role – the community’s story tellers.
All these conflicts taken together provide both the personally revealing
conflict of TIMEZONE.COM, and another product of conflict equally
essential to the development of any community: a defined sense of
identity.
Application to Online Games
An alluring challenge need
not involve a life or death struggle. It can be something as simple as
finding the right watch for you, mastering a rewarding skill, or
figuring out a way to build something that suits you. Sitting out there
by the millions is a socially hungry audience that’s eager to find a
setting where they can shed the anonymity of the internet, and develop
relationships that will last years and decades. You won’t attract them
with the blood vapor effects afforded by the latest particle system, a
new improved magic or combat system, or the cool sounds your game makes
when you blow something up. Anyone who understands that was not
surprised in the least by the popularity of fishing, mining, sewing, or
carpentry in Ultima
Online.
The problem with non-combat
conflict to-date, however, has been the non-social nature of it. For
example, a miner in UO wants to stay as far away from other players as
possible. As people mine an area the ore is exhausted.
Non-combat online game
conflict – its future motive friction – needs to evolve into
challenges that don’t involve the death penalty, yet demonstrate
aspects of players that afford them the opportunity to group with others
who have something in common, and create something that establishes
their identity. All you need is something that occupies their minds, and
happens faster if they work with others. Settle the west, build a cattle
ranch, create a town. Plant crops, round up the herd, go on a cattle
drive. Raise money and build a railroad. Explore space, found a colony.
All of these things have been featured in successful computer games, yet
these sorts of conflict sources have rarely been offered in online
games, or have existed as sidelines in them.
Summary
The type and intensity of
game conflict shape the community the game creates as completely and as
certainly as our DNA shapes us. All games must provide you with
something you want, and something that stands in the way of your getting
it. This is what motive friction is, and all of us in gaming understand
it very well – it’s the very essence of game design. Those of us in
the online gaming segment of the industry have found that motive
friction can become something far beyond a game player challenge: it’s
the relationship accelerating engine that drives the development of
online communities.
However, because of the
influence of single player gaming, online games have tended to generate
communities that have often become dysfunctional on some levels. This
not only takes a toll in support and development costs, it also limits
the market for the medium. People with a long history in online gaming
may be impressed with 200,000 subscribers, and 60,000 simultaneous
players, but these numbers are miniscule compared to the potential
audience on the internet, and microscopic compared to major
entertainment media.
By expanding our
understanding of conflict and community, we can take greater control in
the future of the online games we create – games that spawn
communities that work better for all concerned, developers and members
alike.
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