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Original post by Iron Chef Carnage
Often, encouraging social interaction comes at the cost of hardcore gameplay rewards. The chatter and discussion that makes social games fun is almost unheard of in achievement-based play, because you're always working hard enough to make conversations difficult or impossible, and there's almost always one "right way" to do things, so you don't have much to talk about in terms of strategy or cooperation once everyone learns to play.
Yes, in any game there is compromise, however, I don't think that social play needs to be only for non hard core gamers.
You are only focusing on one aspect of social play: chatting. It is just like saying that hard core game is only about rapidly pressing buttons.
Chatting is about socialisation, not social play (there is a difference).
Social play involves conflict, whereas socialisation is about catching up with friends. You can use socialisation in social play, but they are not the same thing.
This is what I have been talking about, to create social play, you need to create gameplay for socialisation. Allowing socialisation does allow social interaction within the game, but this does not necessarily lead to social play. You can create gameplay that forces players to interact, but again, this does not guarantee social play.
In these cases, any social play that occurs is coincidental. If you are wanting to create social play, the best way to do it is to create gameplay that involves social play.
To do this you need to create a challenge based on social interaction, and then give the players ways (actions) to attempt to overcome these challenges.
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Original post by Iron Chef Carnage
My WoW experience was a cold, sterile one. The only time we really had for socializing was when we were waiting to form a group or waiting for a summon to an instance. The rest of the time it was just work. PvP in EvE was a good time, since there were long periods of inactivity during which we'd chat about the countries we were from or trade links to hilarious youtube videos or make fun of one another's penises, and mining ops in that same game were essentially devoid of gameplay, so we'd drink and laugh and hold corp meetings while everyone was cycling their lasers and warping to and from stations. Those social opportunities came during times that are widely lamented by players as being boring.
Yes, the reason that WoW tends to be lacking in social play is that they don't design for it. They design for socialisation, but not for social play, which supports my position.
With your experiences in EvE shows that socialisation is well catered for, but you can also see that there is not gameplay going on.
Hardcore gamers are looking to overcome challenges and to rise to the top of the competition ladder. These require gameplay and this is why hardcore players have not participated in the social aspects of these games as much. It is because they are looking for challenge, and socialisation does not offer it.
If you design social challenges for player to overcome and give them the means to attempt to overcome them, then this will give them the gameplay they need to become interested in social interactions in the game.
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Original post by Iron Chef Carnage
So make the actual work somewhat flat and uneventful, but marry it to a social interface so people can have an experience analogous to meeting their neighbors at the laundromat. Put the gameplay at about the level of Solitaire: Too complex to do afk, but not so taxing that you can't do other things.
If you integrate the gameplay into the social interactions, then you can have the gameplay more complex and meaningful.
If you simplify the gameplay so that more socialisation can take place, then you are likely to loose the hardcore players. If it is too simple, then players will see your game as little more than a glorified chat room.
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Original post by Iron Chef Carnage
If there was a restricted supply based on manpower, people would be compelled to hire manufacturers, pay them, maintain a shop, and otherwise involve many player characters in the process. If you went to a blacksmith and signed in to do some work, then the boss compared the value of the goods you produced to the value of the materials and utilities you consumed and paid you 40% of the difference, getting a part-time job would be like a casino in the game. You go in, you do some simple task, you get some money and maybe XP, and then you leave whenever you want to.
Economic interaction is not social gameplay. Also the gameplay you described is not social gameplay. Sure it requires interaction between players, but this will be little more than looking for who can offer the cheapest deals.
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Original post by Iron Chef Carnage
Labor management could include temp agencies and job boards to help people find work(ers) and all kinds of other middlemen could spring up as the system takes shape.
The bottom line is that players should have to work with other players, instead of harvesting armor from the woods and fields.
It is not the work that is important, but that you need the correct challenges for social play.
Thee need goals and abilities (actions) that are geared towards social interactions.
Using work and crafting to create social play is no different to trying to use combat to create social play.
Call me captain obvious, but it seem to me the only real way to create social play is to create gameplay about socialisation.
Think of it in terms of crafting in a game: If you want to craft a sword, you don't craft armour do you. If you want to craft a sword you craft a sword.
It is the same with social play: If you want to create social play, you don't create economic systems. If you want to create social play, then it would be a good approach to create social gameplay.