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By
Dave Weinstein
Gamasutra
CGDC Roundtable Report, April
1997
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CGDC '97
Roundtable Reports

Designing
for Community: How to Cope with the Problem Children of the On-Line World
Unlike box games, the focus of the online
game has traditionally been the community that the game engenders. But
to keep the community (and the product) viable over the long term takes
design and ongoing support. Costs of 25-35% of development resources
spent planning for and dealing with problem users are the norm, and
more than half of the long-term maintenance resources are dedicated
just to dealing with problem users who can poison and destroy a game
community. One of the roundtable participants made the comment, roughly
paraphrased, "I've spent my career being a computer engineer, and now
I find I have to be a social engineer too."
The roundtables produced a rough taxonomy of problem users. These users,
broken down from least difficult to handle to the most threatening,
are as follows:
Nuisance Users
Nuisances are often some
of the most dedicated players, who have for some reason, whether it
is obsolete information from the developer, or deductions of their
own, come up with a detailed technical model of how the game works,
that is intricate, exact, and wrong. This wouldn't be a problem, except
that the bug reports they submit (and the "easy features" they demand)
are colored by this false information. Moreover, they will often explain
problems other users are having in very authoritative, and utterly
incorrect, tones, based on this false information. Still, nuisances
can generally be handled fairly easily by product support.
Abusers
Something you should reconcile
yourself to in the online world, is that you will almost never get
an immediate bug report for any bug that gives a player a tactical
advantage in the game. If you are lucky, you will hear about it when
enough players have found out that it is no longer an advantage but
a threat. In general, abusers make up of some of the most dedicated
of the players, but can also include players who have found ways to
cheat by modifying the game front end. Because this group is made
up primarily of serious players, in-game ramifications for not reporting
or exploiting bugs and policing by product support can mitigate the
problem. Don't plan on eliminating abusers, as long as there are bugs
in the design or the code to exploit, the players will.
Wreckers
Wreckers are easily the most
troublesome combination of size and problems. The hallmark of the
Wrecker is that they aren't playing your game at all. They are using
your game to play their own game, and the name of that game is "How
many peoples' evening can I ruin." Their behavior will run the gamut
from cheating, to anti-social behavior (such as destroying characters
or other game constructs that your serious customers had spent weeks,
months, or years creating), to use of profanity or epithets to drive
people out of the game. In-game penalties or the closing of accounts
are not usually effective with this group, simply because they expect
it to happen, and often consider it a challenge to get back in.
Predators
This group was listed in
the first session, by a roundtable participant working in online children's
games, and are a major worry in that market. The paedophiles and other
predators have concentrated in the chat rooms and services up until
this point, but the increasing ease of access and continued removal
of price barriers will only make the online games more of a target.
While identifying the types of problem
users is a necessary first step, it doesn't answer the question, "How
do you design games to deal with them". Figures floated at the various
sessions are that 25-35% of your development resources go to dealing
with the problems these users pose. That includes the design and development
of more sophisticated logging and analysis tools, to find the incidents
after the fact. It includes the time spent finding and patching problems
unreported by the beta users because they were too useful. But most
importantly, it includes the resources spent in analyzing every feature
for its potential abuse and possible remedies.
The roundtables themselves primarily focused on the wreckers. Nuisance
users can be dealt with with solid product support. Discussions of cheaters
concluded fairly quickly that they can be blocked with heavy validity
checking and a consideration that the front end is always untrustworthy
if the game design makes that possible. And frankly, we couldn't find
an even reasonably good answer to how to deal with the predators.
Means of dealing with the wreckers that were suggested or used as examples
during the sessions fell into three basic categories. The first was
a form of retroactive punishment. Company support staff would review
logs or complaints, and take action (whether internal to the game, or
involving an online service) against people violating the game rules
or codes of conduct. The second was a form of societal emphasis against
bad play, whether through rewards and encouragements for good play,
automated means of singling out offenders for punishment or shunning,
or through an attempt to convince the user base to simply ignore the
most egregious problem cases without using automatic means to identify
them.
The first two categories were the model for the first decade or so of
the commercial online game (starting in the early 1980s). When the number
of active users was in the low hundreds, out of a total game base in
the thousands, these methods were reasonably effective, and certainly
some of them (especially contractual requirements on game developers
to monitor user actions in the game for network Terms of Service violations)
are still in regular practice today. A fair amount of the discussion
in the roundtables centered on means to make this particular set of
models (especially the community based models, which have the advantage
of reducing load on game support staff) work in the modern era of thousands
of simultaneous online users out of player bases of more than one hundred
thousand. Ideas included automated "wanted" lists of offenders, councils
of senior players to work on a somewhat self policing system under product
support supervision, and mechanisms to segregate the troublemakers away
from the general pool.
The third category was automatic punishment; actions taken immediately
by the system, whether that be in-game examples (refusing to reload
the weapons of players who continued to shoot people on their own side),
intrinsic parts of the game design which increase the time investment
required before damage can be done, or "outside the rules" actions,
such as locking out accounts for too many kills against other players
in an RPG, with no corresponding in-game rationale. While these solutions
have the advantage of working with minimal staff supervision, they are
also far more limited in the sorts of behaviors they can recognize.
Beyond identifying the types of problem users, and possible means of
dealing with some of the most troubling, the rest of the discussions
focused on the aspects of multiplayer gaming which cause problem users
to flourish. After all, recreational soccer leagues rarely worry about
players intentionally scoring against their own team, the chess federations
mechanisms for ejecting troublemakers seem to work well, so what is
intrinsic to the online marketplace that makes us so prone to this?
Again, the discussion centered on three primary issues.
The first, and easily the most important, is the anonymity and pseudonymity
of the net. It's very easy to change identities, and continue to wreak
havoc without real risk of any punishment other than simply being locked
out of a game, and the fact that troublemakers only have to look at
the ghost of the trouble they cause (rather than confronting it directly)
makes it easy for troublemakers to justify it as "other people taking
games too seriously". This anonymous or pseudonymous aspect makes it
very easy for the same group of troublemakers to cause problems multiple
times, something lacking in more conventional settings.
The second is the ease of access. Given the scope of the net, and the
influx of new users, the economies of scale let like minded people clump,
and easily gain access to new areas in which to wreak havoc. It is far
easier to flip from online game to online game than it is from soccer
league to soccer league.
Finally, there is the low time and money barrier to causing damage.
This last aspect was the only one for which any solutions were proposed.
One participant mentioned forbidding players from transferring properties
and materials to another player for the first month of a game, to increase
the time commitment required before cheating by having multiple accounts
in the same game would pay off.
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