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Notes -
How would you devise an MMORPG to hypothetically maximize for the most rewarding and positive social interactions and bonding? Some thoughts:
You want to make untrustworthy, treacherous, "defect-opting" player behavior as easy as possible. This is paradoxical, but knowing that players always have the option to backstab you (and be greatly rewarded for it) means that players are encouraged to form deeper than surface bonds. It wouldn’t be enough that a player has the correct stat or checks the OK box, you need to know him personally to trust him and to cooperate. The calculus would be that cooperation is only the best option in the longterm, whereas defection is the best option in the short-term (and abundantly so) and with no legible reputation-meter to check a person’s prior defections (easy name / face changes).
Similar to the above, add select highly-scarce player rewards that can only be obtained through longterm social trust. Dungeons in games like WoW do not require this level of trust, because they lacks the heavy punitive cost of trusting the wrong person, as Ninja Looting isn’t as simple as the olden days.
Cooperative questing where verbal call-outs are essential. This is something FPS games do pretty well, because the encounters are always unique so verbal call-outs are the only way to defeat enemies. In modern WoW it’s mostly following a pre-determined sequence of buttons.
More team mechanisms which show on-screen that the characters are benefitting each other. An animation for giving another player where you see something handed, with a happy rewarding jingle and expressions of kindness, an ornate healing animation, an animation for repairing, animations for rescuing, animations for pulling wounded teammates… this is a trivial way for hack our primate brains to sense greater bonds.
A group singing animation for buffs. Again, very primal, and very trivial to implement (keystrokes for notes).
Un-googleable (un-AIable) quest items, where you must find a limited amount of real players with the item and bargain with them to receive it by helping them with something. An algorithm can determine which player would be most aided by your particular class / race / profession.
Quest plotlines which articulate & extol brotherhood and camaraderie. Just a clever way to make us feel stronger bonds with other players (eg while questing with them, the quest plotlines themselves are showing great cooperations etc).
This was a fun aspect of vanilla WoW which afaik has died out in modern games. It’s a fun thought experiment.
I have bad news for you. Nearly every single one of those qualities existed in pre-WoW MMOs. It did not encourage rewarding and positive social interactions like you imagine it would. The flaw in all these "And then they'll have no choice but to develop deeper bonds and trust each other!" theories is that users can just start a new account. They might even have one account for griefing and another account for teamwork. They might swoop in with their griefing account in a coup de grace moment using insider information from their pro-social account. This was basically how I remember Ultima Online and Everquest playing like, and how Dark Age of Camelot looked watching some of my old LAN party buddies play.
There was a time in Dark Age of Camelot in particular that was brutal. I might get some of the details wrong, or maybe even have the wrong game entirely. Could have been Asheron's Call. But I think it was DAoC. There was some highly coveted spawn point that had a small percent chance to drop an extremely coveted rune that was essential to the game economy. The various guilds had basically agreed on a turn system so that access to the spawn point was distributed fairly, and enforced it vigorously. Any line jumpers or griefers became kill on sight to this alliance of guilds.
Anyways, my old LAN friends somehow managed to jump the line, murder the guild who's turn it was, steal the rune, and then somehow still frame the other guild as the guilty party. The consequences were quite dire for those poor bastards, and my friends gloated about it for the entire weekend.
No, people are rat bastards, and no amount of encouragement can get defect-bots to stop being defect-bots. Not in real life, and especially not in virtual worlds where you can just put on a new face effortlessly.
I have faith that that there are ways to do this… We just have to be very clever…
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