groups, guilds and games: cooperation and complexity in massively multiplayer online games (mmos)

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Derek Pitman -- STSH-4961 1 Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs) Prepared by: Derek Pitman Rensselaer Polytechnic Institute Thursday, December 6, 2007

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Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs). Prepared by: Derek Pitman Rensselaer Polytechnic Institute Thursday, December 6, 2007. Why Groups?. Amount of material in the game Constant creation of new material - PowerPoint PPT Presentation

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Page 1: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 1

Groups, Guilds and Games:Cooperation and Complexity in

Massively Multiplayer Online Games (MMOs)

Prepared by: Derek PitmanRensselaer Polytechnic Institute

Thursday, December 6, 2007

Page 2: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 2

Why Groups?

• Amount of material in the game– Constant creation of new material

• Reputation and reciprocation– “Tit for tat” at work

Page 3: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 3

Problems with Groups?

• No different from any real life situation

• J.H. Smith:– Gamers want mechanisms to “facilitate

constructive behavior”– The “problem of other players”

• “Sucker factor”– Only way “mean” strategies can survive– Little effort needed to snuff out

Page 4: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 4

Beyond Groups

• Many MMOs support bigger group systems (guilds)

• Correlation to social networks?– An “emergent property” of this environment?

• In-game guild vs. external features

• Capabilities of larger organized groups

Page 5: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 5

Survey

The following slides present information gathered from a survey that was sent out to various MMO players

Page 6: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 6

What is the main reason for grouping?

• Accomplishing tasks faster/taking on harder tasks

• Acquiring better rewards

• Ensuring security amidst other players

Page 7: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 7

What problems exist with grouping?

• Uncooperative/selfish members (“ninja looters”)

• Incompetence

Page 8: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 8

What are the characteristics of an effective group?

• Efficiency• Communication• Understanding of roles (class-based gameplay)

Page 9: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 9

What is the main purpose of guilds?

• In-game social network

• Taking on even bigger challenges

Page 10: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 10

What problems exist in guilds?

• Typically the same issues as groups

• Additional elements of “leadership” and “factionalism”

Page 11: Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs)

Derek Pitman -- STSH-4961 11

Analysis

• These answers support the information from the literature on cooperation

• Guilds, which were not mentioned as explicitly, now seem clearer, and more details could be considered in the future