Tom Endo over at The Escapist has written an interesting editorial in which he suggests the idea that we all need a villain as a vessel for people's frustration with authority such as Bonnie and Clyde or Robin Hood. In the case of MMOs, that anti-hero is the Griefer, who will push the game mechanics to and past their breaking point or intended use in order get ahead.
Second Life has had more than its fair share of griefers over the years, and it's true that in games such as Eve Online, the actions of the players have had a massive impact on the game. Some might say that with some games they have had more than the developer itself. Such is the case with the various self-styled bad-boy corporations and alliances throughout the years in that game, or the actions leading up to the Felluca/Trammel split in Ultima Online. But Endo puts forward the idea that players need these griefers and the stories that they create, despite the true nature of their actual actions.
Head on over to The Escapist to read the full article and see if you agree with his ideas.
Reader Comments (21)
Posted: May 8th 2009 4:12PM mszv said
I can't comment on griefing in Eve because I can't tell the difference between griefing and normal gameplay, which is why Eve is not the game for me.
I don't like making a spectacle of griefers - I just want them out of the game. I want my gaming experience to be pleasant. I read The Escapist article and I didn't agree with it. I'm not a fan of the proverbial "public hanging". You take someone who is aggressive in the wrong way and you respond by being inappropriately aggressive - so not interested in that, and I don't see how that is going to work. Just get them out of the game. As I said in response to The Escapist article, I'm interested in PvE, not in PvP disguised as PvE.
People do think about games in different ways. Sometime people think of them as sports events (pick up basketball) or even street brawls. I think of MMOs as being in another world. In the real world I don't expect the person walking down the street to harrass me, and so I don't expect players in a game to harrass me or grief me. I'll put up with it if I have to, but I neither like it nor accept it. To me it's a failure in how the game is run or in game design. That's why I like Guild Wars so much. Yes, in a heavily instanced game you don't meet new people in the instances, a disadvantage, but people don't harrass you or intrude on your fun. It's an interesting design and management challenge.
At The Escapist, I also listened to the video where some people from The Escapist talked about their experiences with griefing. What struck me - most of these people were oddly accepting of griefing. They also let the developers "off the hook". For people who look at games, there didn't seem to be much focus on how we could change something about the game to minimize griefing. It also seemed very "old school" to me. I felt like I was stuck in a world where only certain sorts of people played MMOs, and they had mostly (there were a couple of exceptions) similar reactions. I'm relatively new to the MMO world, but that has not been my experience.
I don't like making a spectacle of griefers - I just want them out of the game. I want my gaming experience to be pleasant. I read The Escapist article and I didn't agree with it. I'm not a fan of the proverbial "public hanging". You take someone who is aggressive in the wrong way and you respond by being inappropriately aggressive - so not interested in that, and I don't see how that is going to work. Just get them out of the game. As I said in response to The Escapist article, I'm interested in PvE, not in PvP disguised as PvE.
People do think about games in different ways. Sometime people think of them as sports events (pick up basketball) or even street brawls. I think of MMOs as being in another world. In the real world I don't expect the person walking down the street to harrass me, and so I don't expect players in a game to harrass me or grief me. I'll put up with it if I have to, but I neither like it nor accept it. To me it's a failure in how the game is run or in game design. That's why I like Guild Wars so much. Yes, in a heavily instanced game you don't meet new people in the instances, a disadvantage, but people don't harrass you or intrude on your fun. It's an interesting design and management challenge.
At The Escapist, I also listened to the video where some people from The Escapist talked about their experiences with griefing. What struck me - most of these people were oddly accepting of griefing. They also let the developers "off the hook". For people who look at games, there didn't seem to be much focus on how we could change something about the game to minimize griefing. It also seemed very "old school" to me. I felt like I was stuck in a world where only certain sorts of people played MMOs, and they had mostly (there were a couple of exceptions) similar reactions. I'm relatively new to the MMO world, but that has not been my experience.







