social behavior in warhammer online (war): how we...

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The game was released worldwide in September 18, 2008 and a month later it had already 800,000 registered players. The success of these videogames, as perceived from the answer given in my questionnaire, comes from the fact that people can now role- play with players from around the world, in a immersive and reactive environment. In my paper I analyze the design choices made by Mythic Entertainment in order to create an active community within WAR. Almost every action in the game needs to or can be achieved by interacting and playing with other players. I also try to understand if these social interactions occur in ways predicted by many of the social theories and experiments created until this date. Is our social behavior in WAR different or similar to how we normally behave in a normal community or even a different kind of online community? Social behavior in Warhammer Online (WAR): How we behave while playing with others Augusto Esteves ([email protected]) DME, Universidade da Madeira, 9000-390 Funchal, Portugal Introduction Parties are the simplest connection players can have with each other. When a player finds someone doing the same activity as them, they can start a Party with him or her. This allows players to group up, making it easier and a lot quicker to finish common objectives. A Warband appears when two or more Parties unite. This asks for a bit more coordination since a Warband can be constituted by up to eight Parties (forty eight players), but allows the tackle of harder and bigger objectives. A Public Quest is made available to players as soon as they enter predetermined areas of the world map. For example, if a bridge is represented on the world map as a Public Quest, every player that is on that bridge has access to it. The game is designed so that players from the four races of a Realm perceive themselves as allies, and at the same time they perceive players from the other four races of the other Realm as enemies, mortal enemies. This this the Realm versus Realm aspect of the game. To encourage this type of fighting the game rewards the player’s character every time he kills a person from the opposing Realm. Scenarios are a special branch of the RvR component of the game. It allows for players to engage in quick brawls with players from the opposing Realm within a set of rules, from anywhere in the world map, since they are teleported. Design for Community Interaction I observed how people play the game both through both my characters and in the real world. I analyzed a number of logs from different types of chats and I issued a questionnaire to both players in- game and on forums. I also studied the game’s huge online documentation. Methodology I’ll summarize in this section which theories and findings, regarding both regular and online communities, I found at work in WAR: Common Ground Social Presence Media Richness Theory Critical Mass Third Places Scale-free Networks Communities of Practice Encouraging Newbies & Contribution Matching People with Tasks Code & Market Member-maintained Communities Norms Dramatic Elements Flow Theory Social Theories and Studies I found that most of the existing theories and research about both regular and online communities can be applied to the community presented in this game. It would be nice to see if Mythic Entertainment can apply the existing findings on communities to their game. How can they ease the process of creating common ground between players without hurting the neutrality of game, as a third place? Can the communications in Warhammer Online support more non-verbal cues? I hope that in a near future MMOGs are as popular as social websites. They have the potential, and honestly, they are more fun. Discussion & Conclusion

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The game was released worldwidein September 18, 2008 and amonth later it had already 800,000registered players.

The success of these videogames,as perceived from the answer givenin my questionnaire, comes fromthe fact that people can now role-play with players from around theworld, in a immersive and reactiveenvironment.

In my paper I analyze the designchoices made by MythicEntertainment in order to create anactive community within WAR.Almost every action in the gameneeds to or can be achieved byinteracting and playing with otherplayers.

I also try to understand if thesesocial interactions occur in wayspredicted by many of the socialtheories and experiments createduntil this date.

Is our social behavior in WARdifferent or similar to how wenormally behave in a normalcommunity or even a different kindof online community?

Social behavior in Warhammer Online (WAR): How we behave while playing with others

Augusto Esteves ([email protected])DME, Universidade da Madeira, 9000-390 Funchal, Portugal

Introduction

Parties are the simplestconnection players can have witheach other. When a player findssomeone doing the same activityas them, they can start a Partywith him or her. This allowsplayers to group up, making iteasier and a lot quicker to finishcommon objectives.

A Warband appears when two ormore Parties unite. This asks for abit more coordination since aWarband can be constituted by upto eight Parties (forty eightplayers), but allows the tackle ofharder and bigger objectives.

A Public Quest is made availableto players as soon as they enterpredetermined areas of the worldmap. For example, if a bridge isrepresented on the world map asa Public Quest, every player that ison that bridge has access to it.

The game is designed so thatplayers from the four races of aRealm perceive themselves asallies, and at the same time theyperceive players from the otherfour races of the other Realm asenemies, mortal enemies. This this

the Realm versus Realm aspectof the game.

To encourage this type of fightingthe game rewards the player’scharacter every time he kills aperson from the opposing Realm.

Scenarios are a special branch ofthe RvR component of the game. Itallows for players to engage inquick brawls with players from theopposing Realm within a set ofrules, from anywhere in the worldmap, since they are teleported.

Design for Community Interaction

I observed how people play thegame both through both mycharacters and in the real world.

I analyzed a number of logs fromdifferent types of chats and I issueda questionnaire to both players in-game and on forums.

I also studied the game’s hugeonline documentation.

Methodology

I’ll summarize in this section whichtheories and findings, regardingboth regular and onlinecommunities, I found at work inWAR:

Common GroundSocial Presence

Media Richness TheoryCritical Mass

Third PlacesScale-free Networks

Communities of PracticeEncouraging Newbies &

ContributionMatching People with Tasks

Code & MarketMember-maintained Communities

NormsDramatic Elements

Flow Theory

Social Theories and Studies

I found that most of the existingtheories and research about bothregular and online communitiescan be applied to the communitypresented in this game.

It would be nice to see if MythicEntertainment can apply theexisting findings on communities totheir game. How can they ease theprocess of creating commonground between players withouthurting the neutrality of game, as athird place? Can thecommunications in WarhammerOnline support more non-verbalcues?

I hope that in a near futureMMOGs are as popular as socialwebsites. They have the potential,and honestly, they are more fun.

Discussion & Conclusion