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Feb 24, 2005

Comments

1.

omg, MS also offer advice “in character”:

Confessions of a Gr1epheR

http://www.xbox.com/en-US/community/lifestyle/funwithfriends-griefers.htm

2.

Having been a producer overseeing an MMOG, including the entire customer service organization that dealt with player complaints, I believe that simple economic realities and commercial self-interest will prevent any sane corporate entity from letting players abuse whatever petition/complaint system exists within the game.

It isn't just a matter of the lost revenue from the players kicked out of the game.

Rather, it's the cost of your GM/CSR (Gamemasters or Customer Service Reps - names differ) corps. MMOG managers long ago learned that you can't let the GM/CSRs do whatever they please. Capricious bannings and playing favorites drive away players even faster than griefers. When managing a game, you must be seen as scrupulously fair and honorable by a wide majority of players.

Therefore, every "action" against a customer, be it a 1-hour suspension or an account cancellation, must be carefully supervised by at least one and preferably two or three higher levels of scrutiny. Therefore, the bad behavior must be logged and a demonstrable pattern be shown, so the GM/CSR who wants to issue the ban can justify it to his or her superiors. Many complaints are nothing but "revenge attacks" against other players with whom they have a personal quarrel. If you banned everyone who quarreled, you'd end up with very few customers. Instead, you want to ban people who are pissing off a large and diverse population of players.

Needless to say, this is expensive. It gets more complicated and expensive when you realize the potential bad apple needs to be cross-linked with other player-names under the same account, or even different accounts using the same address, credit card, guild or other identifying feature. All this time and effort costs money. In short, it costs good money to track down bad apples. Furthermore, you normally start with short-term bans (a few hours to a few days). Only after repeated violations do you invoke the "final solution" of completely terminating the account.

However, the costs of not banning players is even greater, since one bad player can drive away droves of good ones. MMOG managers know that if you lose a player, getting them back is often impossible and always very costly. Therefore, you must police your game if you want to maintain the largest possible number of paying subscribers.

3.

Large scale bannings are nothing new, as I'm sure some of the UO CS veterans who post here can attest. Generally if there's an exploit that's been left unchecked, it's a good way to find all the people who'd, well, use things like that.

And the last time I heard the term "snert" was in the BBS milieu, about 15 years ago? Microsoft's a bit behind. Although I took some mild glee that in a similar "warning" they labeled using the term "pwn" as a sign of possible law breaking.

4.

You know, I wouldn't worry too much about Microsoft's attempts to educate parents. I could see that influencing the player culture of very young children, but you know that when kids hit junior high they're going to clue in that their parents don't really understand what goes on in games anyway, and they're going to go with the rules their gaming peers develop for appropriate conduct. I mean, so long as parents aren't playing. And parents who are playing are likely to norm with players and not Microsoft anyway.

5.

So I guess PvP won't ever come about.

6.

A "twink" is a low-level character made by someone with a higher level character. Twinking is the process of decking out this low-level character with the high-level's hand-me-downs and funds. Doesn't have much to do with in-game harassment.

I never heard of "snerts", but I have heard of "smurfs". That term is more applicable to games with a ranking system, though and can be considered a form of harassment.

7.

cheem> A "twink" is a low-level character made by someone with a higher level character. Twinking is the process of decking out this low-level character with the high-level's hand-me-downs and funds. Doesn't have much to do with in-game harassment.

They approach true newbies pretending to be on the same level. Then the twinks gank them. It is harassment-by-design.

8.

Guilds primarily function as twinking environments, large guilds anyway (a "twink" doesn't have to be the alt of a veteran player).

--Dave

9.

I'm still confused about 'cheese player.' :P

More seriously, maybe all of this ties in with larger arguments that these days (at least in North America) our 'public' environments (where we go outside the house to socialize, debate, hang out, eat) are really privatized. Places like malls, entertainment centers, movie theaters, and even sponsored parks are controlled by private organizations that are more about image and control than individual rights and freedom of assembly. Why would they be?

Related to that, there's been a discussion on the Women in Game Development SIG list about private spots at GDC for women that need to breast-feed babies. Someone pointed out that such shielded spots, aside from bathroom stalls, are pretty much gone from our current buildings. We've allowed private corporations to control the spaces for almost all our public and private lives, so I guess games shouldn't be any different.

Maybe one question is, if virtual worlds are going to be important spots for socializing and debate, maybe there should be 'publicly accessible' ones, much like public parks today, funded by public funds.

10.

Mia wrote:

Maybe one question is, if virtual worlds are going to be important spots for socializing and debate, maybe there should be 'publicly accessible' ones, much like public parks today, funded by public funds.

But if what you're looking for are virtual worlds not controlled by corporations, permit to point you to mudconnector.com. About 1500 virtual worlds listed there, no more than 20 or so that are even commercialized.

And, you could always just download a free codebase and start your own.

--matt

11.

Mia > Maybe one question is, if virtual worlds are going to be important spots for socializing and debate, maybe there should be 'publicly accessible' ones, much like public parks today, funded by public funds.

On the previous points of control we’ve discussed Free Speech rights in VWs here before in relation to Peter Jenkins’s and Jack Balkin's papers on the subject (all the links are here: Http://terranova.blogs.com/terra_nova/2004/07/chickasaw_in_cy.html) and I’m currently working on a paper on privacy in virtual worlds.

However the idea of public ones is interesting. I remember I talk at AoIR the other year about using some notions of public ownership such as those applied to national parks to some virtual stuff. It’s interesting to bring notions of commons and public good back into this stuff.

I guess spaces a the moment are in this uncomfortable place, they are corporate with all the dictatorial control that the brings but trying to have these psudo-public good values, its working in a limited sense but if VWs want to really grow then as Mia says, maybe we need to take a radial look at control.

12.

Mia wrote:

>I'm still confused about 'cheese player.' :P>

Cheese is usually defined as a player who uses very simple yet very effective methods in PvP. I haven't seen PvE ever referred to as cheese.

This is a lame statement by Microsoft, though, as "cheese" in a game is almost always a flaw in the balance of the game.

An example of cheese might be this: my character has two special abilities that immobilize my enemy. I have found a way to alternately repeat these two abilities over and over, keeping my enemy "locked".

Because of this simple, easy pattern, I can defeat players and perhaps monsters that I normally couldn't. Also, this pattern makes it almost impossible for even superior players to compete with me.

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