Blog Archives
Social Dungeoneering
With Legion, I feel that Blizzard solved a major source of social friction and then almost immediately made it even worse than before.
As you may or may not know, by default LFD queues in Legion are Personal Loot, which neatly solves the long-standing issue of loot whore/ninjaing. But this also made it feel like nobody was getting any actual loot, so Blizzard added a big prompt notifying when other people won stuff. Of course, this highlighted those situations when someone won useless (to them) loot, and people started pining for the days when they could pass on/trade loot to each other. So Blizzard made the items tradable as long as you already had something with a higher ilevel in that slot.
This culminated in my recent Neltharion’s Lair run, wherein I won some lower ilevel gloves and missed the whispers from the healer after the penultimate boss. Hey, the chat box gets pretty full sometimes with the near non-stop narration, okay? Taking my silence as some sort of snub – or perhaps simply engaging in some vindictive blackmail – the healer simply stopped healing me. After eating dirt for a second time in front of the trash leading to the final boss, and getting emotes instead of a rez, I asked “Did I do something wrong? :(” assuming that I was not following some trash mechanic. “At last he speaks.” Ah, I see. I trade the gloves and received healing for the last fight.
This sort of convoluted situation has since occurred three more times in different contexts. Boss dropped a 825 helm and the Demon Hunter traded it to me, but seemed to almost regret his decision. “Are you really going to use that?” I suppose he was asking since I had the 2-piece set bonus from the Order Hall armor. Another time some gloves dropped and the winner asked who needed it, and two party members must have gotten in a furious whisper war, because the run stopped for a solid 2 minutes before something was hashed out.
Finally, I won some lower-ilevel wrists in my latest dungeon run, and basically spent the rest of the run trying to inspect our Bear tank to see if they were an upgrade to him. They were, I surreptitiously traded them to him instead of the Demon Hunter, and went on with my day.
Hey, remember when all of this was solved by hitting Need or Greed? I do.
Seriously though, if Blizzard is going to add all of this tradable Personal Loot nonsense, they should probably invest in an UI element that asks if you want to Pass on the loot. If you hit Yes, it should pop up a Need or Greed prompt for everyone. If you hit No, the item could still be tradable in case you want to give the item to a particular person without advertising or whatever. Done and done.
Collective Individualists, or Individual Collectivists
I usually do not participate in theme weeks, but Stubborn’s recent Individualist vs Collectivist post struck a chord. A discordant one.
But first, as always, we have to define the terms of the debate. Throughout Stubborn’s post, for example, he seems to be using “grouping” as interchangeable with Collectivism. While grouping is certainly something Collectivists do, that is like calling me a Landscape Artist when I mow the lawn. The intention matters.
But rather than get too philosophical about it, I have an easy quiz you can take to determine whether you are a Collectivist, or at least have Collectivist tendencies. Have you ever felt:
- Shame, or
- Guilt, or
- A sense of obligation
…to do or refrain from doing some action in an MMO? If you answered “yes,” congratulations comrade, you are a Collectivist!
I knew the precise moment my WoW days became numbered: six weeks after having killed the Lich King in ICC. There I was, logging on at 9pm sharp, trying to drum up support for yet another ICC run that I did not want participate in, let alone tank and raid lead. So why did I do it? Because I knew that 4-5 of my guild mates wanted to do it, that if I did not personally pull the group together the raid would not form, and that each raid which failed to form would drive said guild mates further and further away (into other guilds, or simply away period). Collectivism is about putting the needs of the Collective ahead of your own. You sacrifice your own enjoyment for the benefit of the whole, because the guild/group/corp/etc is intrinsically linked to your own enjoyment.
Contrast the above with Stubborn’s assertion that Diablo 3 ranks highly on the (arbitrary) Collectivist scale:
D3 gets the most collectivist score because it has no add-ons, heavily emphasizes grouping at harder difficulties, and has individual loot. I’d give it a 5, but I have hopes for more collectivist MMOs to come around, and besides, it stinks.
Do you care about the other people you group with in Diablo 3 beyond their potential function as loot efficiency creators? Do you feel guilt for leaving such a group, or a sense of obligation to stay, or shame when you “fail” them? Probably not.
But… maybe you do. In which case, this debate becomes even more abstract as we are awkwardly forced into quantifying how much a game may or may not encourage Collectivist tendencies in players. Is the game anti-Collectivist, or are the players simply pro-Individualists (read: rational entertainment consumers)?
Here is how I see it: Collectivism is something you bring into the game from the outside.
A game can force you to group with other people in order to play, but whether you identify with that group is 100% up to you. Everyone readily agrees that WoW’s random LFD groups are five individuals looking for loot, but Trade Chat groups were not the opposite by default. Did I have a higher tolerance for failure back in TBC? Yes… because if I did not carry that terrible player through heroic Shadow Labs, it meant I was playing zero dungeons tonight. Walking that player through detailed text explanations of each boss encounter was necessary like wearing a shield and pressing Consecration was necessary – in both cases I was simply pressing buttons, not connecting to another human being.
Perhaps I should just quote Samus, who needs nominated for Best Metaphor of the Year:
Any social element is IN SPITE OF the design of these games. You are sitting in a room with all the chairs facing the wall, praising the room for the great conversation you still managed to have.
Having said all that, I can still agree with Syl vis-a-vis being glad that MMOs like Guild Wars 2 are moving towards “bonus instead of malus” incentives for grouping. If I wanted to be social (the most important step!), many MMOs would make being social difficult; simple things like penalizing group XP, throwing quest barriers up, and placing people in awkward Mineral Rights scenarios (“You take the Copper node.” “No, you!”). These days, I would also include general looting rights, even in raiding. While loot system is traditionally the backbone of a raiding guild’s identity – Loot Council vs DKP vs Main spec > Off spec rolls, etc – it can also be divisive. I might like playing with Bob, but if he is in a guild with Loot Council… well, we can no longer be friends raid together.
Ironically, in a certain light, relaxing these grouping barriers actually seems to make games more Individualistic. And it does. Everyone says LFD is the most Individualistic, community-destroying feature ever… and then praise GW2’s auto-grouping, auto-scaling, individual looting, no-words-necessary Dynamic Events in the same breath¹. And the multiple guilds thing, which is great, but sort of undermines the whole guild loyalty/identity thing though, right? Maybe, maybe not.
I feel like this is one of those rare situations in which the otherwise terrible relationship cliche of “set the bird free, and if it comes back, it was meant to be” is applicable. After all, even a sociopath can fake relationships long enough to get the loot, so to speak. A Collectivist cares about the Collective, and will return even if they are not penalized for leaving. A closet Individualist on the other hand… well, they need the handcuffs in spite of themselves.
Of course, the thoroughly legitimate fear is that there ain’t that many Collectivists after all. And I am inclined to agree. So it is simply up to you to decide whether or not the chance of fake becoming real via going through the motions is worth all the cognitive dissonance and hand-waving.
I say open up that cage and let’s see what happens.
¹ LFD might be worse for basically never grouping the same people together again, but simply seeing the same few dudes in Events multiple times is not all that more social by itself. It is the difference between paying for gas at the pump and paying the cashier inside.