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Reader Comments (19)

Posted: Jan 11th 2010 3:24PM Tizmah said

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No, I'd rather play with real legos. I wish I still had my legos... :(

Posted: Jan 11th 2010 3:21PM Tizmah said

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Well for more socialization, you just need to have people work together more instead of all this soloing. Soloing should just be their when their is absolutely nothing to do or party with.

When kids go to a doctors office, they normally wouldn't socialize with one another. But take them to the lego room in the doctor's office and they communicate with each other and perhaps even build a short relationship because they work together to accomplish a task.

And No..I'd rather play with real Legos..I miss my Lego collection.. I had a box full! They hurt when you stepped on them too :(

Posted: Jan 14th 2010 1:20PM Tizmah said

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That's what I said Jslim. Soloing should always be there when there is nothing else to do. That's what I meant to say that grouping should have a good benefit to it that's worth doing. Because if the grouping is not worth doing, then people will constantly go about soloing while your sitting their asking in local chat for groups when tons of people don't want to because it's not worth it.
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Posted: Jan 11th 2010 3:34PM (Unverified) said

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Games like Mortal Online will not have any type of in-game chat system (they do have IRC channels which force you to install 3rd party programs to chat though) making some of their fanboys defend them by saying it will break the "immersion" when the only thing that happens is that the developers look like a bunch of lazy people.

Mortal Online = Not socialable

Posted: Jan 11th 2010 3:35PM CCon99 said

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I noticed one thing that hurts socializing is the move away from multiple servers. Games like STO and CO both use the single server, you would think by having 1 universal server that it would mean you'll always have people to interact with, but you don't. The single server actually makes the game less social because there is no sense of community and it's likely you'll never run into the same people when hopping from instance to instance, over and over and over and over and over and over.

Posted: Jan 11th 2010 3:58PM (Unverified) said

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That's why I miss the original EverQuest. It was a really, really tough game. I didn't enjoy how tough it was, but how it forced people to work together to accomplish anything. Even if it was just getting from one town to another one.

Posted: Jan 11th 2010 4:05PM Marz said

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EVE is one of those games where the fist advice you will get (Along with increase you learning skills) is get a corporation.

Posted: Jan 11th 2010 4:15PM Tom in VA said

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MMOs, the smart forward-looking ones, are going to be offering more and more content to players (like me) who like *a little bit* of socialization now and then but who do not want it shoved down our throats -- as is done for EVERY group instance in WoW and LotRO and games of that ilk. I'm pretty much done with that type of game nowadays. I won't go back.

My best guess (and hope) is that STO, SWTOR, and GW2 are going to be doing exactly this, allowing players a real choice between grouping with other players or grouping with NPCs (or both players and NPCs) to complete content.

I like a *little* online socialization now and then, but most MMOs push socialization too much, in my opinion.

Posted: Jan 11th 2010 4:31PM LaughingTarget said

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It isn't dead for me. I don't do much socializing with random MMO denizens, but I do spend most of my MMO times with RL friends and family.

Posted: Jan 11th 2010 4:34PM (Unverified) said

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Not sure why you badmouth Darkfall so much, yes there is alot of griefing, but at the same time it has great socialization aspects as well, players talking with other alliances, working out deals, hiring merc clans, organizing sieges... Trade is conducted largely via chat and face to face player deals.. there is no auction hall. Clan politics are huge.. and clan activities (raiding, sieging, difficult mob PVE hunting and dungeon delving) all require some kind of organized grouping.

Soloing is intentionally difficult in the game because working together yields greater rewards.

Posted: Jan 11th 2010 5:12PM EdmundDante said

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Probably the most innovative and thoughtful Social Interaction game development I have seen in quite some time - that works well is what was done in the PS3 game: Demon's Souls http://www.massively.com/2010/01/11/the-digital-continuum-socialize-now-page-2/#comments

This game also won Gamespot's game of the year. It is quite a game and has a socializing element I think will definitely be the trend of the future.

Posted: Jan 11th 2010 5:14PM EdmundDante said

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Oops here is correct link to Demon's Souls: http://www.gamespot.com/ps3/rpg/demonssoul/index.html

Posted: Jan 11th 2010 5:29PM Thac0 said

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There is no socialization because its not designed into the games. Old SWG with battle fatigue and having it heals in cantinas by players that have a class designed to be social was the epitome of a social design. Where are social hubs in games now? Where are player cities and housing and guild controlled areas? What auction houses and mailboxes? They are not social hubs nor are games designed for players to socialize. Grouping isn't socialization, i hardly even get to talk in a group, i'm too busy playing mashing buttons to type. MMOs aren't designed to be social anymore at all they are just designed to be played with other people.

Posted: Jan 11th 2010 8:03PM Cendres said

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You've ripped the words from my mind!! This is very true, make games with socialization in mind and you'll see it creep back.

Fallen Earth's social patch is a good example, I wants more! :)
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Posted: Jan 11th 2010 10:10PM CalebG said

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Game mechanics that promote social activity is a very important factor for this to happen, but to looking at the other factors that contribute as well, I would say the genre and general... "feel" or "vibe" of the game does contribute as well.

It could be the setting, it could be the fact that it looks (or is marketed) as a very hardcore and unforgiving game that changes people's perception. That is not to say that a hardcore and unforgiving game would produce a community of elitist players that go at it on their own or project anti-social behaviour. It might be the contrary, where players feel that in the harsh realm they are playing in, they need to make friends for the sake of survival more then actual casual socialization, even if it is with an ulterior motive.

Along the same line, in World of Warcraft, which is no where near as hardcore or aggressive in nature has somehow produced a high level of elitist players, many whom display the exact opposite of games like that stated above.

Essentially, I personally feel that it is a combination of factors, and not just one, that natures a very sociable community, supportive or not. But to pinpoint each factor, well, I have not come to a conclusive list of factors yet. Perhaps it's on a "case-to-case" basis. Perhaps, it is just based on the collective community that plays online games, and which demographic of said community the game attracts.

It would be nice if research would be done on this subject, I believe it would help many developers in the future.

Posted: Jan 12th 2010 12:07AM (Unverified) said

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I made my biggest attempt at socializing back in FFXI. That was probably the largest effort I ever made to make friends and put my best foot forward for a good impression. I knew lots of people and my inventory was always stuffed with linkshells (mini-guilds of a sort). To this day, I still keep in touch with a few of them.

When WOW came out... that positive social attitude carried over from FFXI, but there was a definite feeling of "I've done this before". I rolled up my sleeves and still got into a great guild, but it was a bit more effort to do than it had been the first time. My urge to help the helpless (often clueless) was waning and the "community" feeling was sometimes like a light switch, there one minute... off the next. People... were starting to annoy me.

I quit WoW after 4-5 months, and when I came back to it, after drifting around other MMO's in the industry.. I had a very distinct feeling of "God not again..." when it came to the social side and the effort required to get in a good raiding guild. I did it... but I didn't like it. It was a necessary evil but I burnt out fast. There were nice people, but my tolerance for "nice" people who can't L2Play was waning, and it seemed like every other person in the guild was "nice". It got old fast.

I quit WoW AGAIN after a few months, went to different MMO's (too many to name... but lets just say LOTS)... and drifted never really wanting to get back into the social side. I'd play an MMO till the grouping got in the way or the monsters/quests got too hard to solo and I couldn't progress much further... then I'd just quit and move on to the next MMO rather than get into a guild with all of its demanding mouths to feed.

When I went back to WoW AGAIN (BC xpac ), I helped form a very large scale raiding guild and in a sense, I think it was my final effort for social grouping and all of its trappings. One last big push before I was done with "guilds" and "group zerg" mentality forever.
That last guild, while filled with people likely every-bit as good as the first group I ever had in FFXI... just grated on me. I was sure they were nice people, I just couldn't make the effort to care. I was tired. I didn't want to know all these fresh people over again, when I knew it wasn't going to be permanent. I knew at some point I'd quit the game again...burnt out... and there was no point in getting too close and making the goodbye harder. After countless runs filled with crappy rolls, and drops going to people who dragged their heels (didn't deserve it). I was utterly spent.

For a while I played offline RPG's. I was just DONE with MMO's, or so I thought. Fantastic graphics and awesome storytelling really just can't make up for the fact that you are completely alone in a dead world. Not another living soul to bare witness to anything you accomplish. As fun as they were, they still felt like time wasted. Money that doesn't matter, efforts that make no difference. Lights are on, but nobody's home. Like it or not, I needed players to make my efforts matter. Without them, the place just wasn't as lively. A populated world is just more interesting. Random trade channel conversations, unexpected events caused by players, PVP... and good old fashion competition.

When WOTLK came out, I was there. I did it solo. I did as much of that xpac as one single soul without a group, guild, or raid could. I focused on crafting and quests, and when I ran out of those, I focused on Rep and achievements, and when I ran out of solo achievements, I PVP'ed till I was done. Again. However, this time... I felt good about it. I felt that I managed to get to that point on my own two feet, and through my own efforts... and it was something to be proud of. My gear was the best one could get without help, and I liked it just fine. I worked the AH and have a good nest egg for next xpac and I'm happy with where I left things.

ATM I'm drifting around a few titles I'm currently doing Fallen Earth, and checking beta's as they come (like Allods). No guilds, no attachments, no strings.
I still like a good chat on a good topic from time to time in general channel or trade. I still like friendly competition. I like a virtual economy run by real people. I just don't like forced social goals in my MMO's... I have social fatigue. its old, and I'm tired of it. Why does it HAVE to be required just because there are people in the same world as me?

Posted: Jan 12th 2010 5:53AM Snichy said

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Some communities make it difficult to socialise. Watching trade chat in WoW is like watching a school yard version of Big Brother - everyone thinks what they have to say is relevent, clever, funny etc and they just love showing off to an audience but to mature people who just enjoy the game it drives us crazy and is not something we want to be a part of, especially when you have to group with these people. Obviously they pay their sub and are entitled to do whatever they want but this is one of the reasons why I am leaving WoW for pastures new. Hopefully the grass is greener...! :)

Posted: Jan 12th 2010 8:44AM Joystiq Login Bugs SUCK said

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"Anal [Insert Skill Here]"

Non-WoW player probably won't get that one.
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Posted: Jan 12th 2010 9:42AM (Unverified) said

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Ouch! What a poorly written excuse for an article. Editors, what were you thinking? This guy doesn't have the talent or skills to pull off the "clever humor" tone he was aiming for. He just comes across as awkward and self-indulgent.

I have a completely tone-deaf niece. My brother and his wife have never disabused her of the notion that she can sing. Reading this article was as painful as sitting through one of her "songs," gritting my teeth behind my fake smile and trying not to wince.

I am very interested in the subject of socializing in MMOs. Sadly, this article failed to inform or entertain on that subject.

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