Posts Tagged ‘community’

Who plays in a raiding guild?

If you are more interested in the players found in hardcore guilds, you might find this article more interesting.

Following on from my article on who plays in hardcore guilds, I’m now going to discuss the kinds of players you will find in a normal, World of Warcraft raiding guild. I’ve discussed tips and tricks for pushing a raiding guild’s progress, and I’ve also touched on what it’s like being a guild leader of a raiding guild, but now I’m going to try and get inside the heads of raiders. Not the hardcore, very-little-going-on-in-real-life raiders — the normal raiders. The raiders with jobs, or lots of school work to do, or even kids to care for.

Normal raiders make up about 40% of WoW’s subscription base, so obviously it’s going to be quite hard to boil down just a few player types — but I’ll try my best. Hopefully you’ll be able to spot yourself, but don’t worry if you can’t — there are always exceptions!

As with my my other article on hardcore raiders, I’ll be utilising Bartle’s player type system to give more abstract classifications of each type. I’ll also be using David Kolb’s research (further studied by Peter Honey and Alfred Mumford) into ‘Learning Style‘ — the way in which certain people learn in different ways — either through theorycrafting, wiping, or a mix of the two! Due to the less specific nature of raiding guilds (almost anyone can be in a raiding guild) some of the classifications might be a little lacking.

Enough preamble — let’s get right into the kinds of players in raiding guilds!

The 4 player types found in raiding guilds

Raiding guilds, being made  up a much larger percentage of the player base, tend to contain a huge variety of gamers. Unlike hardcore guilds, raiding guilds can contain any kind of player. The actual playing of WoW raiding content is very easy — the hard bit is the logistics and continued, 5-raids-a-week effort.  Raiding guilds consist of what’s left after you remove everyone capable of raiding in a hardcore capacity, which means you’re not generally left with very good gamers! Luckily, you don’t need to excel to progress; you just need a loyal bunch of players, and some perseverance!

What are the 4 player types? Let’s start with the most despised:

The Visitor

I thought I would leap right in there with the most hated and reviled of all raiding player types: the player that’s only hanging around for a while. The player that thinks he’s way too good to be in your pokey, up-and-coming raiding guild — you’re merely a stepping stone for the Visitor, he’s on his way to the top baby!

  • Bartle Player Type: Opportunists, with a few Planners thrown in (the more intelligent ones). Maybe one or two Networkers (but they are rare, and would probably already be in a hardcore guild).
  • Kolb Learning Style: Being such a variety of types, it’s hard to pigeon-hole The Visitor into a learning style. In theory, they could be any of the hardcore raiding types, just waiting for their moment to come!

The Visitor is an odd ball. They are likely to be your best gamers, as they are looking to be ’spotted’ by top guilds; but at the same time, any investment you make into a Visitor is most likely going to be a waste (in the long run!) It’s not uncommon for a Visitor to constantly remind you that he’s only in the guild while he looks for a ‘better guild’ more suited to his awesome abilities. Visitors will sometimes be complete underachievers, knowing that their efforts feel wasted on a normal raiding guild.They are probably of the opinion that they can do more damage than the next player with one hand behind their back.

What To Avoid

Visitors are likely to be prima donnas — they want special treatment for being a cut above the rest of your guild. Sadly, you probably should give them special treatment. It really depends on how keen on progress you are — Visitors could provide a quick boost in progress, but then a drop in progress and morale when they ultimately leave. Visitors are likely to be the best damage dealers in your raid (much like the Killer in a hardcore raid) — but in the vast majority of cases, there’s a reason they’re still not in a hardcore guild. If you treat a Visitor with respect, and make sure they get the loot that’s rightfully theirs, they might just hang around! They might leave and rejoin a few times, but that’s just part of the ‘experience’ in a normal raiding guild.

The Loyal Soldier

These are the raiding guild’s equivalent of the Silent But Deadly hardcore guild member — your stalwart members that have been in the guild since the start, and won’t depart until the guild disbands. If you need someone to boost you through a low-level instance on an alt, the Loyal Soldier is the player most likely to help you;  if you need some kind of old reagent, they most likely have a stockpile on one of their many, many alts.

  • Bartle Player Type: Again, a large split between Scientists, Friends and Networkers — the implicit types. These are generally quiet, reclusive types that you will rarely notice causing a fuss in general chat.
  • Kolb Learning Style: Likely to be Divergers. They might not raid a lot, so they spend more time thinking about their raiding experience. Reading strategies might be very dull to them, though.

We are talking here about players that joined a guild back when they were low-level and running around The Barrens. Perhaps they are real life friends of the guild leader, or they have some other emotional tie to the guild — either way, they are likely only playing the game because of the guild. Raiding is probably a relatively new thing for them — they are likely to be incredibly experienced with ‘old world’ content and dungeoneering.

What To Avoid

While loyal, don’t expect Loyal Soldiers to be the best raiders. They are likely to be ’slow and steady’, preferring to try things a few times, and then digest what just happened. They don’t want to wipe and wipe for 4 hours — they would rather crack open a beer, have a laugh with their old friends, and try to kill something by the end of the raid.

The only real risk is that their gradual accumlation of gear and experience make these quite prized by hardcore guilds. If a Loyal Soldier suddenly has the plan to join a hardcore guild, there could be trouble. They will very rarely leave, but if they do it could be very bad for guild morale — and the huge loss of experience and gear is obviously detrimental too.

The Troll

First of all, apologies to our blue-and-green skinned friends the trolls (did they have a run-in with nuclear waste or something?) I am talking here about Trolls; internet trolls. These are the equivalent of the hardcore ‘Dramatic’ player type… but unfortunately they don’t have hardcore raiding to focus their attention on. Their excess energy inevitably leaks out as trolling. Forum trolling, general chat trolling, guild chat trolling — you name it, the Troll probably spends more time talking crap than anythinig else.

  • Bartle Player Type: Griefers and Politicians. Their time is probably equally spent between ganking lowbies and holding court in a major city, or gneeral chat.
  • Kolb Learning Style: Raiding is a bit of a joke for a Troll — the learning style is thus a bit hard to pin down.

Sadly (or happily, if you can keep them in check!) every guild has a few of these, with raiding guilds likely to have more than their fare share. Trolling is normally a sure sign of chronic underachieving. Chances are they were once a  failed hardcore raider and had to give up, perhaps due to not having time, or simply not being good enough. Some trolls are ‘home bred’ though — they are just the cocky, social types that treat WoW more as a big, shiny soap box than a video game.

What To Avoid

Raiding guilds don’t tend to have as stringent recruiting policies as hardcore raiding guilds, so inevitably a few Trolls will sneak into your ranks. In some cases though, they are disaffected Visitors or Loyal Soldiers — bored with the game, or upset with Blizzard for some reason. Trolls are likely to be return customers — coming and going, quitting and resubscribing. Trolls aren’t a happy bunch — you probably want to avoid keeping Trolls in your raid group, incase  their sadness spreads. They might be funny for a while, but eventually they’ll get on the nerves of the other members!

The Newbie

Making up the rest of a raiding guild’s ranks are the newbies. Undergeared and inexperienced, the Newbie is a lovely blank slate, tabula rasa, just ready to be scrawled all over by the guild leader, and anyone else in the guild that likes creating an impression.

  • Bartle Player Type: Let’s say their player type is as-yet undefined. They might have some tendencies, but Newbies, nowadays, are probably first-time MMORPG players, still discovering their likes and dislikes.
  • Kolb Learning Style: Could be any of the four… you’ll find out in time!

A Newbie is very much what you make of him or her. WoW is an incredibly easy game, so a Newbie could easily flourish into a beautiful young raider and almost certainly into a Loyal Soldier, given time.

What To Avoid

Newbies need guidance — lots of it! Obviously it’s very much a mixed bag; you might be nuturing a Troll or Visitor, but there’s no real way to tell at this early stage. You want to avoid bringing them into contact with Trolls or Visitors, lest the early seeds of destruction are planted. Encourage the guild to communicate well with Newbies — answer their questions, help them gear up. There’s a chance they will fly the nest when they grow up, but that’s a risk you’ll always have to take in raiding guilds.

The fate of the raiding guild

Unfortunately, as the intermediate step between casual and hardcore guilds, a raiding guild is likely to be treated as a stepping stone. It’s a sad fate for the guild leader and his Loyal Soldiers, but it’s something, as time goes by, that you will come to terms with. A new instance is released; you’ll lose players. Have a large argument with a player? He’ll leave. Other than Loyal Soldiers, raiding guilds do not have great player retention — the grass is always greener on the other side, remember?

So the key, then, to surviving as a raiding guild is to convert your players into Loyal Soldiers. I have seen some raiding guilds survive successfully since WoW’s release by keeping an active core of Loyal Soldiers and steadily subverting Newbies into the loyal and adoring fold.

How best then to go about making the most of your guild and its players?

  • Visitors will make up a sizable portion of your guild and must be looked after. If you are a new guild, there’s a chance your entire guild will be made of Visitors — if that’s the case, it’s the guild leader’s sole responsibility to convert these to Loyal Soldiers. In older guilds you should have a strong enough feeling of comraderie and loyalty that Visitors are either converted automatically, or they ultimately flee. Sadly, they are likely to be your best raiders — so if you wish to progress quickly, you are going to have to gear them up, and pray.
  • Loyal Soldiers might be either rare, or make up almost your entire guild. When the other 3 types have quit, this is what you’re left with — a slow and plodding core of loyal members. Loyal Soldiers don’t make the greatest raiders, but they do make good officers. They are ideal at converting Newbies into future Loyal Soldiers, and as such are perfectly suited to being class leaders, or recruitment officers.
  • Trolls are thankfully quite rare (because you’ve kicked them all, right?!) and merely serve as comic relief. While they’re on your side (and trolling other guilds/players) it can be great to keep 1 or 2 in the guild or raid. They are often quite smart, and won’t be awful at the game (they are quite experienced, don’t forget!) — they just find trolling more interesting than doing lots of damage, or healing properly. The moment they turn inwards and start trolling guild chat or festering discontent and spreading FUD… it’s time to cut your losses and remove them.
  • Ah, Newbies… Fresh like the morning, dewy grass. Unsullied and pure, a blank slate, just waiting for a charismatic leader or Loyal Soldier to come along and teach them some tricks. Newbies are the lifeblood of your raiding guild; they must be recruited regularly! Meet a nice, new player while in a 5-man dungeon? Recruit! As I said earlier, WoW is very easy, and almost anyone with half a brain can raid successfully — they just need to be taught how to raid and what their role is. An easy-going and understanding nature will help nuture these Newbies into loyal, life-long members of your guild. The risk with Newbies is that if you don’t get to them first, someone else might — a Troll, or a rival guild. There needs to be lots of hand-holding, like with a child!

Notes

Raiding guilds have an awful lot of caveats attached to them. Raiding guilds can be groups of real life friends, or they can be formed by a lot of spam in general chat. This wide gamut of roots means that your raiding guild might be made up of completely different types to the ones listed here. What I’ve tried to do is illustrate what a standard raiding guild might contain. A guild that’s levelled together, and started raiding, or perhaps a group of friends that have recruited a few more players to do some raiding content.

Raiding guilds, due to their wildly varying roots and nature, tend to be quite a ‘hands on’ experience to lead. While a hardcore guild is generally self-governed by players that all have the same purpose — to be number one! — a raiding guild isn’t quite so lucky. Raiding guilds will lose players to other raiding guilds, and they will lose a lot of experienced and geared Visitors to hardcore guilds.

The good news is — and really, it’s good news — in a raiding guild it’s the spirit and fun of the game that keeps people playing and not the progress! Your Loyal Soldiers aren’t going to leave you if you fail to kill a boss. Your Newbies won’t be any the wiser. Your Trolls will continue to laugh and bicker, no matter how far you progress.

If you lose a player, that’s generally a good thing. It means they didn’t want to be a part of your guild and community. Do you really want a player like that in your guild? Remember, WoW is easy — in a raiding guild, everyone is replaceable! Go and find someone nicer to replace them with!

If you have any questions about the issues or topics raised here, I’m more than happy to answer them. You can ask them in a comment, or email me using this form.

If you liked reading this, there is more to read about WoW, guilds and raiding in the archive!

Building a community in an online place or virtual world

Time and time again I see driven and excited people come together as a guild or clan, progress well but ultimately fizzle out and die.

Whether it’s because of loot drama or a tyrannical guild leader, the main thing stopping a guild from becoming successful is survival. As I’ve touched on before, World of Warcraft is an easy game. The thing holding you back from that elusive Server First is not player skills; it’s teamwork and logistics.

Now, teamwork and logistics are huge topics for another day. What I want to talk about today is something that you will need to develop and foster while your raid team or guild starts to coalesce. Alongside the implementation of a DKP system and a good raid schedule, you must also develop your community.

A good community is perhaps the main thing that holds back many new guilds. Many old guilds also take it for granted, letting it gradually waste away; a community can not be just left to hang, it must be gently cultivated, nurtured and looked after!

So, perhaps we should start with the definition of the term, and go from there:

What is a community?

A community is often defined as a group of people living in the same locality, governed by the same laws or rules. It could be as small as a group of friends that meet up at the same place and have their own ‘house rules’, or it could be as large as international ‘gaming community’ (although communities that span the globe don’t tend to have the same rules as localised ones). For the sake of this article I’m going to be talking about community sizes you often find in contemporary online games and virtual worlds; in clans, guilds and corporations.

Online communities tend to consist of 5 to 100 people. While some communities are larger, they often splinter into ‘cliques’ – groups of friends that stick very much together and don’t really add anything to the community itself. Generally, I wouldn’t recommend trying to run a online community that has more than 100 members, but if you’ve successfully grown a community and you see no reason to stop… see what you can do!

A community, then, in an online game, is a group of gamers that come together in the same place (albeit virtual, it’s still a place!) and live by the same rules, as laid down by the leader of the community (at the start, anyway!)

Creating a place for the community to exist

For an online community to come together, the members need somewhere to hang out! For an online game it’s obviously guild chat or a forum. For smaller clans it might be an IRC room, or a mailing list. As I already said, these are virtual places, but they are still places; places where thoughts and emotions can exist and run wild. A community needs a place where its members can be. It is vitally important if a thought needs sharing, or a question posed, that a place exists for that interchange.

Creating a place for the community to exist is as simple as creating a guild or chat room. A forum is also incredibly useful for the sharing of thoughts in larger communities (I’ve listed a few free forum providers at the end of this article).

The rules of the community

Once you’ve created a place, the next step is to define some common rules that everyone adheres to. I’m not talking here about draconian commandments, but I am talking about rules that add flavour, or define who you are. Perhaps a roleplaying guild might require all of its members to stay ‘in character’. Maybe you’re a player-killing clan that only has one rule: kill anything that breathes. It might just be as simple as ‘play your best and aim for server number one’.

It’s these rules that will bring your community together. Through common rites, rules and goals you will begin to trust each other; it’s only with that implicit trust and security that the community can continue its growth and become a ‘true community’.

The levels of community

M. Scott Peck was an American psychologist that had a huge body of work, but most importantly for this article, he focused a lot on communities, their characteristics, and how the phases they go through in their development.

He proposes 4 distinct stages that a community goes through (hopefully they make it to the end!):

  • Pseudocommunity – As the name suggests, this isn’t really a community. Members often cover up their differences, for the sake of survival, or a common goal. This is very much a community of ’survival’; a group of players see an opportunity to improve their survival, so they group up!
  • Chaos – When the psuedocommunity ultimately fails (and it will, given enough drama), the members start to go to each other for help, or guidance, or to vent their differences or grievances. This is the first stage of bonding, and trust-building! It goes beyond plain survival here — the members are trying to improve their survival!
  • Emptiness – Eventually, differences are laid aside. Egos, or ego-related issues are suppressed. This is where the strong individual urges are destroyed and the community is actually born.
  • True community – After making it through all of the previous stages, the members of the community are in complete empathy with one another. Arguments will arise, but they will be settled in a timely fashion without things becoming too heated. Motives are never called into question in a true community – it’s way beyond that point! – any members of the community that made it to this point are in it for the long run, perhaps until the day they die (or quit!)

These stages are very easily mapped onto online communities. Using World of Wacraft guilds as a base for the examples:

  • Stage 1 – A guild forms. The leader has normally chosen a purpose for the guild’s existence, but that’s the only thing keeping the guild together. ‘A place to farm easy epics!’ or ‘Become number one on the server!’ are two common goals for a guild at this stage
  • Stage 2 – It’s the guild leader’s job to get the guild to this stage as soon as possible! Stage 1 is quite destructive (and some guilds never leave it), and real progress and melding as a group can only occur once there is discourse and argument about how best to do things. Most WoW guilds that get to this stage can survive for a long time; simply getting the members to care enough and discuss issues or boss strategies is an achievement!
  • Stage 3 – Once the rampant egos have been squashed, or removed, a guild might make it to this stage. This is when people start sharing real life issues and empathy starts popping up. People earnestly care for each other. It’s around this stage that people start turning up for every raid – and if they don’t, they’re very apologetic about it. Being let down by a member of the community is rare at this stage.
  • Stage 4 – Often referred to as ‘spiritual community’, this is a stage that very few guilds will reach. This is where you start finishing each other’s sentences. There is an overwhelming feeling of inclusivity, commitment and consensus in a true community. A single leader also becomes less important at this stage; the community tends to govern itself through rational discussion that can only occur in a truly safe environment.

Peck defines true community with lots of shiny, happy terms, but the key values of a true community are: a safe place, a spirit (shared wisdom/love), and a place where everyone feels involved and included, without the fear that their feelings will be ignored, or attacked by other members.

Obviously, if an online community can reach the 4th and final stage, they’re going to be around for a long time, and perhaps span multiple games. The community transcends individual games; it becomes a lot more about the forum, voice coms, or even real-life meets!

Most guilds will only ever reach Stage 2 or 3 though, which is generally fine. A lot of progress will appear when people lay down their differences and egos, and focus on actually working together. If a community never progresses from Stage 1, you are in for a short, wild ride. There might be some progress, but it will be fleeting. Many flash-in-the-pan guilds recruit heavily, get bullied around by a guild leader, progress a bit, and ultimately dissipate to other guilds — these guilds serve a purpose though… they gear up people for other guilds with strong communities!

How to build a community — an example

Let me give you an example of a community that’s started from scratch. This could be a tiny fledgling guild started in The Barrens, or it could be a clan of Counter Strike players that bumped into each other in a random free-for-all game.

The first step is obviously to create a place to exist. This might be a forum, or a chat room, or just guild chat. It’s not hard to create a place! As long as the tools are there to facilitate communication, that’s all that matters. In general, though, a forum is the best solution for almost every kind of community — it allows real-time communication, and also threads of thought that can be answered at a later date. A forum also acts as a ‘group consciousness’, storing information from the past for future generations! Freedom of information is very important!

Once you have a place, you need some rules. This is the great part of online communities: your set of laws and rules can be incredibly flimsy, or very restrictive — whatever works! You might choose to have an almost non-existant rule set (our guild only has one rule, for example: ‘Don’t be an asshat’), or you might have a huge charter that lays down what you can and can’t do while in that community. I’ve seen roleplay guilds that have entire ‘rules of engagement’ laid out, that everyone must follow!

The most important thing is that these rules must be inclusive. Freedom of speech, as is the freedom of information. You are building a community not a tyranny. The members of the community must be able to speak their minds; they must be able to share their passions and concerns. It is only through concensus of opinion and inclusion that a community can grow upwards through the 4 stages!

The exception here is when someone (often the leader, although it could be by group agreement too) oversteps the line and needs correction, or removal. Racism is a common example of ‘excessive’ freedom of speech, as is misogyny in a community that includes girls. Religion might also be a sensitive subject in some cultures. Basically, any avenue of conversation that might push people out, rather than include. If a community reaches Stage 4 — true community — most codes of conduct are self-governing; it’s the early stages of a community that need the most hand-holding and guidance.

Once you have a place, and some rules, the community will begin to flourish. A little guidance might be necessary though! A community is nothing if it’s not used. What good is a forum, chat room or guild chat if no one actually uses it? I’ve seen WoW guilds with maybe 1 or 2 new forum posts every week; needless to say, their communities were incredibly weak — they just exist to raid, and never get past Stage 1.

It is someone’s (or everyone’s!) job to make sure the community grows. Encourage people to log into the forum and ask questions. Expect other people to assist you during your travels. If someone asks a question — answer it in a timely fashion!

You are trying to develop a group where everyone feels included, where you can put your entire soul into it without the fear that your investment won’t be returned. A community is only as strong as its members make it — if there is some rule, or some person (a tyrant!) that prevents people from dedicating themselves fully, your community may never get past Stage 1 or 2.

Notes

As with everything I’ve written, there’s always some exclusions or special cases that need mentioning. The common factor of Stage 3 and 4 communities is that they don’t have a tyrant leader — they have a shared leadership, with the members defining the rules and delivering justice. In fact, once a community progresses out of Stage 2, a leader might find himself with very little to do; problems seem to get solved on their own, and eventually problems just don’t arise!

Unfortunately, many online guilds tend to have tyrannical leaders. I’ve seen many guilds on the cusp of Stage 3 crushed by a tyrannical guild leader that’s afraid to lose his grip on control of the community. Some leaders are perhaps only playing to lead, rather than create a great and thriving community.

This isn’t to say that a leader has no place in Stage 3 or 4 communities! Their role tends to become more of a ’spiritual father’ (for want of a better term), guiding the community in times of unrest. As online communities are nearly always recruiting to replace quitters, it is also the leader’s job is to remove new members that don’t gel with the rest of the community; although the members themselves might force new people out, if they don’t fit.

I said I would provide a list of good, free forum providers, so here they are:

Free Forums/Guild Portals

If on the other hand you are a smaller clan, how about getting an IRC room on QuakeNet? (It’s a very comprehensive guide!)

If you have any questions about the issues or topics raised here, I’m more than happy to answer them. You can ask them in a comment, or email me using this form.

Managing recruitment and player burnout

There is one common trait among all guilds, of every size and all descriptions: players quit. They can suffer burnout, or perhaps start a new job that prevents them from playing, but at the end of the day the result is the same: you’ve lost a member of the community, and perhaps the raid team too. In this article, I’ll try to explain the main cause of players quitting, and how to prevent it from happening in the first place!

Obviously, you can’t prevent players from ever quitting (though that would be nice!). The only way to counteract such losses is through recruitment (at least until we can have virtual children…) The method of recruitment will vary from guild to guild and server to server, but I hope to cover most of the basics in this article; I’ll even try to throw in a few ‘veteran tips’ that might give your guild a slight advantage over the rest!

Quitters

Eventually, everyone quits. Awfully philosophical, I know. At some stage, whether it’s tomorrow, or 50 years from now, the game ceases to be a game, and you quit. Humans aren’t very good at playing ‘non games’ for long: there has to be some kind of tangible improvement, some kind of fun. Without a game, what’s the point? Without some kind of competition, or some end goal to strive towards, why bother?

The real life equivalent would probably be suicide, which thankfully isn’t as prevalent as people quitting an online game: Interpersonal ties, those ties that keep you going and striving for success, are much stronger when you see and talk to someone face-to-face. There are also a much larger abundance of games to play in real life; a much vaster range of challenges and aspirations that you might one day achieve.

This is where MMORPGs, like World of Warcraft, suffer: they have a finite number of games; a limited number of possibilities. In the case of WoW, the world might be very large indeed, with a lot of possible developer- and player-created games, but at the end of the day you are still bound to the world created by Blizzard. In real life, there are almost no limitations — if you see the top of a mountain, you can almost certainly go there, even if it takes years of training. In a game, you can only go there if the designer hasn’t placed an invisible wall in the way. Ultimately, you have to play the game they want you to play.

Inevitably, when all of the content is exhausted (or you have exhausted everything that is fun), you quit.

You’re not going to stop everyone from quitting, but there are certainly some steps you can take to lessen the chances of it happening.

You must have fun

This is to both the players, and the guild leaders. You, as a player, must find the game fun. You, you grumpy, tyrannical guild leader, must make the game fun for the members of your guild! When the game stops being fun, you can guarantee that people will start quitting. It might be a slow trickle at first, but without any significant changes, that trickle will fast become a torrent of quitters.

MMOs in general, and WoW in specific tend to be fun — they are games after all! The problems normally arise when you’ve cleared all of the content and you’re eagerly awaiting the next patch from the developer. Sometimes, though, fun can be destroyed simply by wiping too much on a boss, or being demoted too many times by a power mad guild leader. I’ll break down the most common ways of destroying fun:

  • Wiping is bad — I’m sure this comes as no surprise to any of you. Wiping is awfully testing on morale. As humans, we don’t mind repetitive actions, but there has to be observable progress over a span of a few wipes, or in the case of harder bosses, a few raids. Depending on the kind of guild or raid group, the average player tolerance to wipes will vary a lot, but in general wiping is very, very bad.
  • Stagnation is bad – In the same vein as wiping repetitively without progress, stagnation is another huge cause of discontent. When the guild or raid is so static, so devoid of progress or simply without communication, it stagnates. People stop logging in, guild chat becomes quiet, and raids become just ‘yet another farm run’. Stagnation in itself isn’t entirely crippling, but it just happens to be the breeding ground of the next fun-destroying element:
  • Drama – One of the most-used phrases thrown around in MMORPGs today is ‘drama’. Drama, in online games, is usually defined as the ‘aggravation of a situation’ and it’s often pointless, baseless aggravation too. As I was saying, stagnation is normally the cause of drama: dramatic players thrive in a stagnated (or simply stressed) guild environment. If you imagine a dark, lifeless pond, and then stir it around with a stick… that’s what drama often feels like in a guild. Smelly and nasty — and you can’t help but feel it was better to leave the pond unstirred.

These are the common causes of a drop in morale, the following discontent, and ultimately quitters. As with most things, it falls to the guild leader (or officers) to try and avoid such situations. The solutions are fairly simple:

  • Reduce the impact of wipe-fests – Probably the best way to prevent player burnout is by making the hours spent wiping slightly less painful. You could introduce breaks every two hours, or you could promise only one wipe raid a week. Most guilds now provide repair funds and consumables for their raiders which reduces the strain of raiding by a huge amount. The only real cause of burnout today is ‘hard’ bosses — but if you play WoW, it sure seems Blizzard are trying to prevent the effect C’thun and Kael’thas had on hardcore raiding guilds. This article of mine has more detailed information on the topic of raiding, wiping and progressing.
  • Stir things up before the drama queens can — In my previous example of a stagnated, dead pond being stirred, it was a dramatic player doing the stirring. They were adding their own bias to situations, and perhaps catching you, the guild leader, off-balance. The key here is to stir things up before the guild stagnates. Change the raiding schedule, or remove some of the raiders that have been holding you back! Perhaps organise a raid as level 1 gnomes on another server, or arrange a foot-race from Undercity to Booty Bay? It is nearly always the job of the guild leader to keep things fresh and interesting, so do it!
  • Control the drama – Drama isn’t always bad! The wrong drama, at the wrong time, is bad. A bit of good drama never did a strong guild any harm, though! Depending on the ‘community level‘ of your guild, it might vary from guild to guild what you can actually get away with, but inspiring the members of your guild to discuss interesting topics can do a lot to develop the community, and at the same time is fun! Be careful with censorship too; obviously heavy anti-guild sentiment might need to be controlled, but also you might find that the rest of the guild gangs up on the drama queen — and there’s almost nothing more fun than coming together as a community to play ‘defeat the anti-guild forum troll’!Worth noting is that drama involving other guilds is always a good thing. If you heard about another guild having problems with a particular encounter, or with a troublesome raider, tell your guild! It’ll be great for morale, especially if you’ve been wiping on a boss for hours.

If you take these steps to make the game fun again — or even prevent the game from becoming boring in the first place! — you should have a lot less problems with quitters, which means you won’t need the next section quite so much!

Recruitment

Whether you’re a casual, raiding or hardcore guild, the bread and butter of your survival is recruitment. Recruitment is the only way you will continue to have fun and progress, and as such it is vital you understand how to control the ‘newbie hose’ of recruitment. You need to know which direction to spray it in, and when turn it on, or off.

It isn’t purely the role of the guild leader or officers to manage recruitment: it is something for every member to keep in mind. When your guild needs a replacement, before next week, chances are someone in the guild knows a suitable replacement. Of course, it’s ideal if each class leader knows every possible recruit, but that rarely happens (if you have a class leader that does know every possible recruit, look after them!)

Let’s start with the basics of recruitment.

When should you recruit?

Most guilds make the big mistake of waiting until too late to recruit; waiting one more day might make the difference between the life and death of your guild! Whether you’re a casual or raiding guild, it’s important to recruit before you lose the ‘critical mass’ of players — whatever that number of players might be!

A casual guild is probably even more fickle than their raiding or hardcore counterparts. If shit hits the fan in a casual guild, there’s usually very little to prevent players from just jumping ship and heading to another guild. In raiding-oriented guilds there is usually the soft, velvet-gloved, addictive allure of epics that keeps players hanging on for a little longer — but rest assured, people will pack their bags and run away; they’ll run very fast indeed if they think the guild has begun its dying throes.

When is it best to recruit then? Early.Very, very early. I’ve already written a bit on the size and attendance of raiding groups, and the best way to manage recruitment is to keep a very close eye on attendance. As soon as a player starts dipping below the desired percentage (80%) you should be looking for possible replacements. You should be incredibly cautious of ‘repeat offenders’ — those players that, seemingly by magic, skip raids over and over (usually due to real life commitments). These players will likely never be reliable, and in serious raiding guilds should be replaced!

In general, recruitment is a lot about gut instinct. After a while, you should be able to predict the ebb and flow of players: the inevitable loss of a few players after you finish an instance; the handful of players that you will always lose after the summer holiday. The start of the school year is another common event which will force you to recruit — but no matter the occasion, do it sooner, rather than later! If you’ve had to cancel a few raids, you were too slow!

Who should you recruit?

If we’re being WoW-specific, this question is quite easy to answer: you can recruit almost anyone. Other games might be harder (in fact, they’re probably all harder than WoW), so the recruitment criteria might be a little more stringent. With WoW though,  you should almost always recruit first and consider their actual abilities afterward.

The following is the order of importance for desirable traits in new recruits:

  1. Not a dick
  2. Can attend your guild’s raiding schedule (or whatever kind of schedule your guild has)
  3. Relevant experience
  4. Gear (or whether they have the right tools for the task)

Top guilds will obviously be a lot more choosy in who they pick up, but they also have a huge pool of possible recruits available to them. Most guilds can not pick and choose; they just have to take what they’re given. Most guilds should stick to recruiting friends of other members, which is often a sure-fire way to find non-dicky players and also work on the feeling of community and inclusion the same time. It’s not uncommon for top guilds to be made up entirely of groups of real life friends for this reason! Personal recommendation goes a long way; not having to rely on relatively-unknown forum applicants is highly desirable.

As I’ve said quite a few times now, WoW is an easy game. The number one reason for not succeeding, progressing or surviving is: not having enough players. Don’t fall into the same trap that so many other guilds have tried to work around in vain. You really can recruit just about anyone — as long as they’re not a dick!

Finally, how do you recruit?

This is the step that most guilds stumble on. You know you’re struggling and you can feel progress and morale slipping away. You know what kind of player would fit into your guild, but… there are no applications! Why aren’t people APPLYING? Don’t people know that we need a new mage? Don’t people know that we could be the best guild on the server if we just picked up the right tank?

Fortunately, all of these questions are probably caused by the same, easily-fixed problem: you are unknown. Yep, that’s why no one has applied to your awesome guild — no one knows that you’re recruiting. Rectifying this rather sizable issue is thankfully very simple: spam.

I know, I know, everyone hates trade-channel spam, but it really is your best tool to get the word out there that you need recruits. Make some macros and use them regularly (a few times an hour is enough!) For extra potency, send the macros to other people in your guild too! Assuming you have a good reputation, you should quickly notice a burst of fresh applications. (The exception to this rule is congested or dead servers, but I won’t go into that here.)

If the idea of spamming trade chat doesn’t appeal (and some guilds might fancy themselves slightly more ‘upper class’), you could also encourage all of your guild members to talk to their friends and poke them to join. If talking and poking isn’t enough, get them to start emotionally blackmailing those same friends — eventually they’ll crack and apply, trust me!

Posting on your realm’s forum is also a good idea (but I’m sure you’ve already done that, right?) Make sure to include all of the perks that members of your guild get, such as repair funds, raiding consumables, a forum, voice communications… and whether you have a tabard or not!

Tips & Tricks

Consider this section as ‘extra reading’, or a ‘bonus feature’. Either way, what you’ve read so far is more than enough to keep a casual or raiding guild alive and healthy. What follows is a few tips that might be of use to hardcore guilds, or for guild leaders that enjoy the politics of the game as much as, or more, than the actual raiding. These are also almost entirely for guild leaders, and probably won’t be very useful to the members of a guild.

  • Maintain friends in other guilds – Being inherently social games, most MMORPG players like to make friends: buddies they can talk to when the going gets rough, or ask for advice on particular encounters. There’s no reason for your friends to all be from your own guild! Make friends with the officers and raiders of other guilds — or even other guild leaders!
  • Similarly, keep communication channels open – Always keep your ear to the ground. Listen to what your guild members have to say, no matter how mundane it might seem to be. The web of player interconnections in MMOs like WoW  is so vast that most players are only ever 2 degrees of separation apart. This means that there is a strong chance that even if you are not friends with a possible recruit, someone in your guild probably is. Utilise and leverage those relationships to get the right players into your guild.
  • Politics, and the knife in the back – I’m starting to get into territory that will no doubt cause a little uneasiness, which is no surprise as I am now talking about the wholesale slaughter of other guilds! Turning one guild’s misfortune into your own fortuitous windfall! I am of course talking about poaching important players from other guilds.Poaching itself is nothing special — almost everyone you recruit will be from another guild! — but I’m talking here about poaching a key player in another guild: their main tank, or perhaps an important social figure.  This requires a combination of having good friends, keeping an eye on ‘current affairs’, and being charismatic enough to lure someone into your guild; someone that is likely very loyal to their current guild.I’m not going to go into the details of poaching as it’s a topic best-suited to an article on the sociological and psychological stresses on the denizens of virtual worlds, and how to manipulate them.

At the end of the day, you must remember that as a guild leader, you are in a unique position. You are at the top of a pyramid: the end-point of all activity and communication below you. It is your job as guild leader to sift through the thousands of pieces of data available to you and find the important bits; it’s your job to differentiate between the pimples of harmless whining, and those little blackheads that will eventually develop into nasty, pussy spots that’ll make your life hell.

If you have any questions about the issues or topics raised here, I’m more than happy to answer them. You can ask them in a comment, or email me using this form.

LAN parties are awesome and clubbing is crap

Recently, my geekiness was called into question: ‘You’re not very geeky, Sebastian. All you talk about is sex. Sex, sex, sex. That’s hardly wholesome geeky talk. How about some Star Wars talk, or a list of all the comics you own?’

Let me tell you something, Little Miss I’m-a-bigger-geek-than-you : I AM A HUGE GEEK, THANK YOU VERY MUCH.

The thing is, like my sexuality, I am so confident in my geekiness that I don’t feel the need to constantly reassure myself, and you lot, that I’m a geek. So, please excuse me if I don’t always talk about a fantastic new range of marbled dice or if the digital Yoda was better than the original wobbly-eared bogey-coloured rubber model.

However…

This weekend I will be attending a LAN party.

A LAN party, for those of you that don’t know — for those of you not geeky enough – is a ‘gaming festival’. It can be small — just 5 or 10 people — or it can be huge. By huge, I mean thousands of people.

Dreamhack LAN -- Panoramic

Click it for a larger version. Really, click it. It even amazes me.

DreamHack, the largest LAN party in the world, has over 11,000 (eleven thousand) paying attendees. That’s 11,000  people transporting their computers from all over Sweden and Europe. The one I attend, the i-series, ‘only’ has around 2000 attendees — but really, it’s not like you walk around and shake hands with everyone there. The point is: when you stand up — you know, to check if your legs still work — all you can see is computer screens. And towers of consumed energy drink cans. And pizza boxes.

If you were to take a walk around a LAN to check out what the latest ‘case mod‘ fashions are, or what the other gaming areas are like, the first thing you’d notice is just how well everyone gets along. There’s a constant roar of chatter, and regular outbursts of shouting and roaring when a team wins a tournament match. The overall feeling is very much one of friendship and camaraderie. Geeks, ultimately, are still social outcasts. LAN parties are the only place where geeks can be themselves. The ‘cool’ facade drops. Let it all hang out — literally, in some cases.

We geeks are beginning to emerge, but it’s happening slowly. The massive success of video games in the last few years has certainly helped — it is becoming more and more common to hear discussion of video games (like WoW, or COD4) out in the ‘real world’. It’s still mainly in the 19-35 male segment, but girls are catching up!

Until LAN parties become the social norm — and we still have a few years left, trust me — the antithesis, the polar opposite, of LAN partying is clubbing.

I’ve clubbed. At university I clubbed and pubbed. I did the social thing, often 6 nights a week for 3 years. I get it and I understand why people enjoy it; why people enjoy drinking, and dancing, and losing their mind. What I don’t get is why people would club when given an alternative, like a LAN party, or simply going around to a friend’s house.

I’m going to list the pros and cons of each, so I can prove why LAN parties are so much cooler than the alternative:

Clubbing Pros:

  • If you’re ugly, you can probably get laid, with enough alcohol (in you, and the unfortunate recipient)
  • You can forget about all your troubles and woes — like Cheers, only with worse music — if you drink enough
  • The endorphins (the euphoria) from dancing are actually quite good for you!
  • A silent disco has a lot going for it but they’re not very popular… yet!

Clubbing Cons:

  • If you’re female, you’ll probably get hit on by ugly guys that think they can get into your pants if they ply you with enough cheap alcohol (and date rape is no laughing matter!)
  • You’ll get tinnitus, like me, which is permanent. Enjoy the ringing in your ears as you try to sleep. I hope you didn’t like listening to the quiet bits in songs.  Can you tell that I’m bitter?
  • I hear the liver transplant waiting list is quite long
  • You can’t hear ANYTHING in a damn club. Communication, other than the ‘point at the body part you want licked’ variety (which can be quite fun), is rendered completely impossible
  • Often, you have to listen to really shit music (though it does vary)

LAN Party Pros

  • You can hear yourself think — perhaps some clubbers don’t like having to hear their own thoughts? Or they don’t have thoughts… Empty, hollow shells…
  • Interactive fun! Video games are healthy for the brain.
  • Communicative (not, like, diseases) and team-building! Most of the games played at LAN parties are multiplayer games involving a lot of teamwork (read: shouting)
  • You can make money doing it! Pro gamers can take home thousands of pounds/dollars. Eventually they’ll take home the girl too! When there is a girl to take…
  • Headphones are required! You can even listen to your own music while you game! And then you can take them off to talk to people! How damn futuristic is that?

LAN Party Cons

  • Your gear can get stolen (though it’s rare, and security is generally quite good at larger LANs)
  • Sleep deprivation is rife (not quite as bad as liver failure though, is it?)

Wow, that’s a very short list of cons, isn’t it? That’s because LAN Parties are awesome. Clubbing only really has one thing going for it (the euphoria), something you could easily get elsewhere — on a roller coaster, or something!

From Thursday through Monday I’ll be at a LAN party. Admittedly, that’s less of a weekend and more of a ‘half week’, but a weekend sounds a little less geeky. Four of us will be going, and we’ll be sleeping in a 3-man tent. One or two of them actually read my blog, and I’m told they are slightly alarmed by my coming out. Wusses.

Ideally, we’d take some girls with us, but guess what — and this will come as a shock — LAN parties are about 95% male. It was about 99% a few years ago, with that 1% being ‘possibly female’ (it’s amazing how hard it is to differentiate between male and female geeks after a few weeks of growth and stagnation — even facial hair isn’t as much of a clue as it should be). Nowadays there are a few girls dotted around — proper ones, without beards — though they tend to be the token girlfriends of geek boys. There is the occasional bona fide geek girl, but they are rare. And coveted. I hope to get myself one, one day.

Geek girls, go to a LAN party! Don’t be afraid! Geek boys don’t bite — they just kinda… grab… when you least expect it. But don’t let that deter you! Even if you’re an anime girl (that’s only one step away from being a furry), you’d fit in at a LAN. LAN parties are like a modern-day Bohemian dream where everyone, no matter how weird and different from the societal norms can hang out and have fun!

I have a dream. One day soon the phrase ‘Hey, wanna go out clubbing?’ will become outmoded, replaced by ‘Hey, come over my place! We’ll crack open a few beers and play some Grand Theft Auto or World of Warcraft‘. It will be a better world; a world with less alcoholism and debauchery. Imagine, if everyone knew what it felt like to play on a Nintendo and grin like a kid, giddy with the magic of it all — wouldn’t that be a much more fun world to live in?

Sell your dancing shoes. Buy a console (and read my beginner’s guide to gaming!)

Emotional avatars in virtual worlds

Apologies for the long-winded title; it’s actually quite hard to find a subject that gets right to the point. This isn’t about triggering a particular emotion in gamers — not directly, at least. It’s also not about how ‘emotional’ gaming can be — we already know that playing games can be an intense experience that can warrant a massive gamut of emotions.

This entry’s about your avatar — your character, the model that represents you — and the emotions that it can, or as the case may be, cannot display.

Emotions have long played a vital role in communication and human interaction. We smile and raise our shoulders a little when we’re happy; we frown and slump when we’re sad — these emotional keys are a form of communication in their own right: body language!

Beyond subtle muscle shifts we also have emotive reactions that we’re less aware of: we blush when we’re embarrassed or caught lying; we raise our voice in anger or petulance. Most importantly though are the muscles groups on our face: the flaring or contraction of our lips and eyes, the furrowing or raising of the brow — each of these actions, or reactions, are ‘programmed in’ genetically and almost impossible to alter. It’s these same minute movements that we’re (often unconsciously) reading in the face of whoever we’re talking to. It’s these tiny twitches in someone else’s face or body language that can trigger our own involuntary responses: that momentary curl of the lip might be all the indication you need to run away quickly.

This ‘hunt for emotion’ as we communicate with other people is so ingrained that online communication has always felt a little… distant. Internet veterans are cautious, aware that without body language their words can easily be misconstrued. Newbies often blunder, forgetting that no one can see the ironic smile on their face. There’s a reason emoticons :-) , *asterisks*, CAPSLOCK and _underscores_ exist: to convey emotion! It’s clunky and slow compared to body language or facial expressions but it’s the best that we have.

Why, twenty years after the first text-based world, are we still communicating with such basic tools? Some early games like LegendMUD had ways to inflect mood into your conversation through expansion of the verb sets (’say alts’) but since then… nothing. In graphical virtual worlds a couple of games have tried to incorporate moods (notably Star Wars: Galaxies and EverQuest2) but still they were still primarily low-tech text-only executions, toggles: /angry, /sad, /afraid, or parsing exclamations and queries.

Why are we still running around in virtual worlds with emotionless, gormless avatars? In single-player games it’s almost the state of the art, the bleeding edge! ‘More realistic than ever before!’ the developers cry. What makes the games more realistic? Interaction with the game world: physics and realistic NPCs, or in the case of virtual worlds, other player avatars. You only need to look at the success of LittleBigPlanet — a very simple platformer with oodles of delicious detail and bucket loads of charm and a very diverse emotion system.

For a market segment that generates almost all of its appeal (and revenue) from the immersive quality of virtual worlds it’s amazing that there isn’t yet a virtual world that has the power to model emotions through various facial expressions and body poses. You could even go one step further from the toggle system and parse complex emotions like sadness, apprehension and lust out of chat. Then there’s the character state itself: in battle your avatar would grimace upon being hit; a healer would smile upon saving a party member.

Are we simply being held back by World of Warcraft’s ancient graphics engine? Surely it’s time for realistic, immersive emotions in virtual worlds.

Further Reading

Notes from the small islands

Kaldbaksfjørður, the beautiful fjord north of Torshavn. Spot the sheep.

My trip to the Faroe Islands was inspirational. It wasn’t a roller coaster of excitement. It wasn’t a sun-drenched getaway. I didn’t sleep a lot, nor did I feast on exotic fruits fed to me by sun-kissed maidens — in fact, all I ate was meat and potatoes. The Faroe Islands were educational. Eye-opening and and interesting.

The Faroe Islands are unique in that they’re the smallest Western nation in the world. 45,000 people spread out across an archipelago of 18 islands. They have three cities, the biggest of which has a population of 15,000 — the next, Klaksvik, has just 4,000.

Zoom in on that city. A village or small town by any other standard, Klaksvik is the capital of the Northern Isles and the hub of culture and commerce for 6 of the Faroes’ 18 islands. Once upon a time it would’ve been a village with a thriving marketplace, a civilisation whose only contact with the outside world was by boat. In fact its tunnel to the mainland was only finished in 2006!

But is it a backward, single-street village? Is Klaksvik a second-world shanty village reliant on good weather and safe waters for its survival? No. When the fog horns bellow do women run helter-skelter to the harbour hoping that food has finally arrived? No. Klaksvik and the Faroes themselves are actuallty one of the most developed nations in the world. In Klaksvik alone they have multiple deep-sea harbours and dry dock. A cinema and theatre. Two gymnasiums and a skate park! They even have a fully-featured hospital and – get this – a football stadium with more than enough seating for the entire town — city! I meant city! (Don’t call it a village. They really hate that. I did it a few times…)

They’re also planning an indoor football pitch for use during the dark and cold-rain winters that descend upon their city for two thirds of the year. An indoor sports arena for just 4,000 people; just 4,000 people utilise these awesome and ludicrous amenities. Four thousand happy little souls, living out their lives as humble fishermen and sheep farmers but with access to resources that would put most western nations to shame.

But how do they do it? How can economy on such a tiny scale work?

More importantly: why don’t all towns of similar size around the world have the same resources?

Now that I’ve painted an objective picture of Klaksvik, it’s necessary for me to tell you what it’s like to live there. What’s it like to live in a city where everyone literally knows everyone? What’s it like when the bank manager is both your uncle and the one signing your mortgage agreement? How about when the city’s star football player is also the same person that you regularly head into the Arctic Circle to trawl cod fish with? What’s it like to live in a place where it’s not unusual for teenagers to head out together for a 9-month stint as fishers in the Barents Sea off the coast of Russia?

But the weirdest thing about the small city of Klaksvik is this: nothing is locked. Car doors are left unlocked with their keys often on display. House doors are (usually) closed but never bolted. Boats and bikes are left running: nothing is chained down.

As a result, life in Klaksvik felt just as I expected: it’s like one big family. Because that’s what it is. We’re talking about a city that formed by the coalescence of nearby villages; from just 200 people a thousand years ago, there are now 4,000. You don’t need a piece of paper to work out just how closely related everyone is.

There was the possibility that I would be thought of as ‘the stranger’, the freak that would draw people to their windows. The other-world alien that would pull crowds of pointed fingers, furrowed glares and nervous giggles.

I thought I’d feel like an outcast, a tourist — or worse: a journalist — an outsider come to investigate and poke and ridicule their ancient form and customs.

Instead I was welcomed with open arms and hearts. And legs.

[Next part tomorrow... hopefully!]

Art or engineering?

Would you rather be an artist or engineer?

This is a question I often ask myself on trains and planes or as I lay in the still solitude of my bed. Do I want to create art so beautiful, so inspirational that people actually enjoy life a little bit more? Do I want to develop infrastructure and technology that provides clean drinking water for the billions without?

In this crafted and cultured world, this world without boundaries that we have persisted in creating and destroying over ten long, illustrious millennia, which is more important: art or engineering?

Which was more instrumental: myth and wisdom — or creating fire?

The Bible — or the Roman Empire?

Michaelangelo’s David – or Kodak’s film camera?

Band Aid’s Feed The World — or a network of satellites that enable global communication?

Lennon’s Imagine – or Apple’s iTunes?

Art or engineering?

Do I want to be the person that enables and improves the lives of millions through advancing technology? Should I be the one that converts magic, wished-for technologies into the accessibly mundane?

Or should I be the culmination, the end point, the person that uses contemporary technologies to create art? Art that resonates within and amplifies emotions; art that triggers further explosions of creativity until we have a more beautiful world.

I keep trying to be both an artist and an engineer but I fear that it’s time to choose just one.

Michelangelo or Edison.

Einstein or Plato.

The New Virtual World

Recently I was contacted by a very nice Canadian chap called Lee. He writes for a big Internet blog and news source — the kind of site that has a million unique visitors a month — and he asked me if I’d like to write for them! Apparently, I’m a bit snarky. Apparently that’s what they want; someone that tells it like it is. Someone that isn’t afraid to step on a few toes.

And that’s cool. I can do that. Artists will do anything for a cheap buck.

But I can’t believe he actually called me SNARKY! Of all the things he could’ve called me! Intelligent, wise, bright, charming, charismatic… even tall or hairy would’ve been fine. But snarky? Who the fuck does he think he is? I wouldn’t mind if he was American — that would explain a few things — but a Canadian? A civilian pawn of the mighty, Earth-spanning British Empire? Really, some people ought to know their place.

Which brings me neatly onto the topic of the Internet class system. Or the sickening and complete lack thereof. Online, everyone is born equal. From the moment you plug that cable in and battle your way through Internet Explorer’s shit MSN homepage redirection, you are… A NETIZEN — an Internet citizen — a very grandiose term that basically means you belong to the Online Community. A small monthly fee, a modem and a computer — that’s all you need to become a fully paid-up member of the largest, most powerful and ubiquitous community in the world.

You can become a civilian of the modern society — the only real society that counts — where rules and etiquette are created and destroyed as technology and peer pressure dictates. This often happens so quickly that no one really knows what’s going on: The Internet is in disarray! Anyone and everyone rules the roost, or their small part of it. The Internet is an anarchic system of authority. And therein lies the problem: there is no social structure.

Historically the citizens of a country are those that are born there. Changing your nationality was something that very few people did; you only emigrated or sought asylum during the most dire of situations. Why? Because there was a class or caste system in place; a pecking order. Jobs would be given to specific families first. If you were born into a family of cleaners or chimney sweeps, you really didn’t have much of a career choice. The rich died rich; the poor died poor. When you move country you drop down to the bottom — and trust me, there is always someone worse off than you — a thought petrifying enough to scare off all but the most desperate emigrants. In a world where class means everything, losing your class is not unlike dying. Social status, perks, opportunity — all gone.

But there’s one exception: a new country. You can move to a new country where everyone is equal, at least for a short time. A new, primordial society, amorphous and malleable. A new culture just waiting to be defined by creative and daring individuals. A New World. America.

Is it really a surprise that five hundred years later we’ve created the virtual equivalent of America?

The Internet is still at that stage where everyone is equal. The loud-shouting neophyte is as much a patron of the new world order as the venerable Internet veteran. Is that correct? Should we be born equal in this New Virtual World? After being on the Internet for 15 years should a jumped-up newbie with bold, brash ideas be able to tell me what to do? No! Should I defer, prostrate myself and shuffle nervously around those that have been online since the very dawn of our current epoch 40 years ago? As much as it pains my ego to say so: yes, yes I should.

In the hope of achieving a more sane and useful society, in true Virtual World style, I propose a level system. When you first connect to the Internet, you are level 1. Every year of continued use thereafter, you gain a level. It would need to be tracked by some kind of governing body — like the Censor’s Office in Roman times, or the peerage registers in the UK.

Each level would bestow rights, privileges. Perhaps you could mute lower levels in chat rooms or on forums. You would be eligible for more bandwidth when downloading illegal movies and music. Perhaps if the level difference is great enough you could even bestow ‘time outs’ on particularly irritating runts by cutting their Internet access for an hour.

You would be forced to use an Apple Mac until level 5.

Smileys would be banned until you reach level 10.

Streaming porn would remain unavailable until you reach level 15.

How about it, peons?

World of Whorecraft

Hardcore gamer (N64! Old school!) I look a bit like that when I'm 'in the zone'.I’m going to tell you a story that, a few years ago, would read like an urban legend. While it certainly isn’t a common occurrence today, three years ago this simply wouldn’t have happened. Unless you’re me. Three years ago this made me a God amongst my gamer friends.

Three years ago, almost to the day, I made love to a beautiful woman while playing World of Warcraft. If you don’t want a basic intro on what World of Warcraft is, skip down the page a bit.

For this story to make sense I need to explain a little about what World of Warcraft (WoW) is: it’s a Massively-Multiplayer Online Game (MMOG). Massively-multiplayer means hundreds and thousands of players share the same virtual world as you: while you run around killing monsters, there are other people also running around killing the same monsters! Sometimes they get in the way — in which case you kill them! — and sometimes you group up to kill bigger monsters that you can’t kill on your own.

WoW is in essence, a team game. You can play it on your own, and a lot of people do, but it is the allure of playing with — and competing against! — other people that is the main unique selling point. Because it’s a team game, it is also highly social (this is where most of the the ‘cool’ reality-TV-watching people (girls?) snort derisively and say ‘How can a video game be SOCIAL?!’)  It is not uncommon for WoW players to spend hours talking to their friends and enemies every night! Yes, these are real people, even though it’s a video game! Do you know how little people communicate nowadays? How many minutes on average we spend talking every day? For men, it’s about half an hour. Women, an hour or two. So playing WoW or other online games is social. Let’s get that straight. (I’ll write more on this topic another day.)

Anyway… now for the story. For more TMI stories, visit Lilu’s blog!

It was dark outside and I was playing WoW. Behind me on my bed lay a naked, blushed-pink girl. My girlfriends tend to be the understanding type; they might not all be gamers, but they at least understand my love for games — and bless them, they give the games a go! But there’s definitely something to be said for the lack of female hand-eye coordination… More on that another day.

She was restlessly ‘making waves’ on my water bed — and whining. Whining in that piteous way that only horny girls have truly mastered.

‘Seeeeebbbby.’

Perhaps ‘yearning’ is a better word. But I wasn’t going to be so easily won over. Only a few nights before, I’d tried the same routine, bouncing dangerously on my bed and begging. She’d resolutely stayed at my desk, finishing some email she had to write. I can only assume she thought I liked her a whole lot more than I actually did. In fact, girls seem to think that the moment you start going out with them, they are catapulted to the top of your priority list. So not true!

Call me a utilitarian, or just plain sensible, but if 25 people are relying on me to lead them to greater glory in WoW, it is wrong to just abandon them to screw a girl, right? Their needs are greater than my carnal desires. The writhing, whining, naked girl can wait! Those 25 people, those 25 friends, connected from all over Europe, cannot. I guess its real-world analogy is ‘abandoning your mates at the club to go home with a girl’ — you just don’t do it, unless it’s a pre-arranged go-out-and-get-laid thing!

And so, clicking frantically with my mouse and focusing intently on my screen, I tried my luck.

‘Get your ass over here, bitch.’

Yeah, I actually said that. There was the most disturbing, pregnant pause ever. It could go either way, I knew. We’d been together for a while, so I didn’t think she’d dump me. But there was the risk that there might be days or even weeks of no nookie for Sebby. She was silent and I was busy staring at my monitor, focusing on WoW. The fact that I couldn’t see her was driving me insane, with nerves, with curiousity. And then I heard her giggle. And then she slithered off the bed.

I could hear footsteps behind me.

Ahead of me, the dragon was only half dead.

Was I really about to live out the greatest geek fantasy of all time?

‘Your… bitch… is here.’ The words coming from her mouth sounded understandably foreign. She was no one’s bitch, but you have to give the girl credit for going with the flow. ‘Do you need my help to kill the dragon?’

A mumbling, murmuring grunt escaped my lips. It was all I could do to keep my focus on the computer. I could smell her as she kissed the side of my neck. Focus… focus Sebastian… focus! The dragon was almost dead! Just two more minutes…!

Then she straddled me. She reached down, unzipped, deftly extracted and plunged.

But I didn’t lose my cool. I kept my focus. We killed the dragon and I threw that bitch from my lap and onto the bed. I proceeded to screw her brains out until she whined piteously for entirely different reasons.

* * *

I know what you’re thinking: A happy ending to a Too Much Information story?! Well, I’m going to go one step further…

Gentlemen: Do you want to know the secret? Do you want to know how to bone beautiful, big-breasted women and play video games at  the same time? If so… come a little closer.

The trick… the key… the secret

Get a big wide-screen monitor or TV. That way you can still see around her when she’s sitting on your lap. They think they have your full attention but they don’t. Works every time.

Thoughtful Tuesday: Immersion in the real world

The crew of the Nebuchadnezzar in The Matrix (first film)[These 'thoughtful' posts are usually much more free-form and a-wandering than my other blog entries. You are more than welcome to jump in and finish a particular train of thought, or challenge something you think is false. This is as much about me getting my head around something as it is for you! You probably want to read yesterday's entry on 'Single-Player Immersion' before you read this.]

We know that our imagination is powerful — it is as powerful or more so than actual reality. Sure, it can’t physically take us places, but do people really claim that being scared by a horror film isn’t equivalent to being attacked by a knife-wielding maniac? (OK, don’t think about that one too much — just go with it!) And then there’s the matter of time-travel: our imagination can take us back in time! Through the media of books, films and games our infinitesimally short life-span can be expanded and extended to include different places and worlds from throughout history. Magical.

Why though must all of these virtual worlds exist outside the realm of reality? Can you imagine ‘losing yourself’ in the contemporary world — while reading the morning paper? No. You lose yourself while reading about the culture and creepy rites of Ancient Egypt. You readily find yourself escaping to alternate realities where vampires and undead exist, roaming and scheming under the cover of darkness. After that scene in The Matrix, did you stop to consider if it really is air that you’re breathing? I did.

Why can’t we be immersed in real life? Why can’t we attack and question our surroundings in real life with the same fervor?

A quick change of tack: yesterday, I mentioned how immersion can also occur to groups of people. The obvious examples here are table-top role-playing games (Dungeons & Dragons and the like), Internet forums and online games. This ‘multi-player shared reality’ is nearly always cooperative, towards some common goal. They take the same form as real-life teams and groups, only… they are virtual. Or rather, their sphere of influence is virtual (though their real-world impact can be quite significant too — some people get married in a virtual world,  and later in real life too).  The inhabitants of these shared, imagined illusions are avatars, projections of one’s self upon the fundament of a virtual world.

This won’t make a lot of sense if you’ve never been part of such a shared reality, but take my word for it: community and social bonds form a lot more readily in virtual spaces. It’s like… necessity throws people together, and somehow… it sticks. Not entirely without conflict, but generally these communities stick it out. This might be stretching it a little, but it’s a little like arranged marriages: you are thrown together, perhaps against your will, but for a variety of external reasons, you are compelled to try your best. Without other choices available, you are forced to survive and succeed (not a bad thing, really?) Those of us in the West look on in disgust at these teenagers being married off without their consent. We think our system is so much better. But their system does seem to work, no?

Anyway

My point is this: if you think you’ve been immersed in a book or film or game, it is nothing compared to group immersion. It is nothing compared to running around with other people that also think they’re vampires or piloting the same spaceship as you. It’s nothing compared to working together with hundreds or thousands of like-minded friends in an online virtual world.  By sharing the world with others, your imagination is being validated. By occupying the same world as someone else, it’s no longer ‘imaginary’ or ‘just in your head’, it’s actually — holy shit! — real.

FarmVille logo -- copyright Zynga Inc.!So what about FarmVille? It’s a primitive game, sure, but it is a virtual world; a world full of rosy-cheeked, benevolent farmers that spend half their time harvesting, and the other half helping out other farmers. The level of immersion (or ‘gameness?) is limited at the moment, but I wouldn’t be surprised if the ability to group up with other farmers appeared soon. And that then is only one step away from building a town in the middle of a clutch of farms… and then cities and counties and…

Why can’t we be as immersed in real life? What stops us from enacting our imagination in reality? Is it just merely fear of failure? Or… something else?

I’m looking for a real-world analogy here, and again I’m thinking of the New World, America. A bunch of individuals lumped together in a new, harsh environment where the only way out of trouble (and death!)  is teamwork. Are we simply ’stuck’ here in the mundanity of real life because there is no necessity to try any harder?

I am just trying to work out why it feels so damn good to form a group in an online game and work together towards a common goal. I wonder why we so rarely do it in real life. Why is it every man for himself in London, while we readily cooperate in virtual worlds?

Historically, were we more immersed? When it was harder to survive and teamwork was a necessity, did we have to become more involved? I wonder if we need something dramatic like another war to force us back into our own lives, and our own world.