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<title>PlayOn</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/" />
<modified>2008-05-05T19:41:40Z</modified>
<tagline>Exploring the social dimensions of virtual worlds</tagline>
<id>tag:blogs.parc.com,2008:/playon/1</id>
<generator url="http://www.movabletype.org/" version="3.16">Movable Type</generator>
<copyright>Copyright (c) 2008, nicolas</copyright>
<entry>
<title>Survey: How Do Players Create and Customize their Avatars?</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2008/05/survey_how_do_p.html" />
<modified>2008-05-05T19:41:40Z</modified>
<issued>2008-05-05T19:25:25Z</issued>
<id>tag:blogs.parc.com,2008:/playon/1.142</id>
<created>2008-05-05T19:25:25Z</created>
<summary type="text/plain">The PlayOn group is starting a research project on avatar personalization systems in multiplayer games, including World of Warcraft, Second Life, and Maple Story. As part of this research we would like to invite volunteers to participate in an online...</summary>
<author>
<name>nicolas</name>
<url>http://www.parc.com/nicolas</url>
<email>nicolas@parc.com</email>
</author>
<dc:subject>Survey</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>The PlayOn group is starting a research project on avatar personalization systems in multiplayer games, including World of Warcraft, Second Life, and Maple Story. As part of this research we would like to invite volunteers to participate in an online survey.</p>

<p>The purpose of this study is to explore how users of massively multiplayer online environments customize the appearance of their virtual body (avatar). During this survey, you will be asked to upload a screenshot of your avatar's appearance to our research website and to answer survey questions related to your gaming experience. The questionnaire should be fun to answer and we estimate it takes only 15 to 20 minutes to complete it.</p>

<p>If you'd like to help, please follow the links below depending on your game of choice:<br />
- World of Warcraft: [<a href="http://blogs.parc.com/limesurvey/index.php?sid=59117&amp;lang=en">http://blogs.parc.com/limesurvey/index.php?sid=59117&amp;lang=en</a>]<br />
- Maple Story: [<a href="http://blogs.parc.com/limesurvey/index.php?sid=77654&amp;lang=en">http://blogs.parc.com/limesurvey/index.php?sid=77654&amp;lang=en</a>]<br />
- Second Life: [<a href="http://blogs.parc.com/limesurvey/index.php?sid=35489&amp;lang=en">http://blogs.parc.com/limesurvey/index.php?sid=35489&amp;lang=en</a>]</p>

<p>Note that you will be asked to provide an email address, where we will send you a unique participant code. Your email address will be kept strictly confidential and will be used only used to assign you a unique identifier; we will not sell or otherwise disclose it to any third party. Note also that we will never ask you to download software and/or enter your game account information at any time, we simply ask for a *picture* of your avatar. Due to the recent key-logging epidemic (esp. in WoW) players are understandably worried about clicking on links but you can rest assured we are only interested in research data.</p>

<p>We thank you in advance for your help and look forward to sharing the survey results with you!</p>]]>

</content>
</entry>
<entry>
<title>PlayOn welcomes Don Wen</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2008/02/playon_welcomes.html" />
<modified>2008-02-08T19:56:23Z</modified>
<issued>2008-02-08T19:48:30Z</issued>
<id>tag:blogs.parc.com,2008:/playon/1.141</id>
<created>2008-02-08T19:48:30Z</created>
<summary type="text/plain">As I am sure many of our readers noticed, PlayOn has been lying dormant for a while... but fear not, we plan to be much more active this year. Some of our new energy comes from the addition of Don...</summary>
<author>
<name>nicolas</name>
<url>http://www.parc.com/nicolas</url>
<email>nicolas@parc.com</email>
</author>
<dc:subject>Events</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>As I am sure many of our readers noticed, PlayOn has been lying dormant for a while... but fear not, we plan to be much more active this year. Some of our new energy comes from the addition of Don Wen to our group. Don, originally from the Human Factors Laboratory at the National Chiao Tung University (NCTU) in Taiwan, is visiting PARC for a year. His recent research has been focused on the design factors influencing a player's experience in MMOs, and the impact of these factors on things like fun and addiction. He will continue exploring these topics and others with our group.</p>

<p>Welcome Don!</p>]]>

</content>
</entry>
<entry>
<title>Guild Name Generator</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2007/08/guild_name_gene.html" />
<modified>2007-08-21T09:21:20Z</modified>
<issued>2007-08-21T09:10:12Z</issued>
<id>tag:blogs.parc.com,2007:/playon/1.140</id>
<created>2007-08-21T09:10:12Z</created>
<summary type="text/plain">In our analysis of guild names, we found that a basic grammar was able to parse about 90% of the names. This allowed us to create a guild name generator that used the grammar to create new guild names based...</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>WoW Data</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>In our analysis of guild names, we found that a basic grammar was able to parse about 90% of the names. This allowed us to create a <a href="http://www.nickyee.com/python/guildname/generator.py">guild name generator</a> that used the grammar to create new guild names based on the weighted vocabulary of World of Warcraft guild names.</p>

<p>See full article for description of the guild name grammar we used.</p>]]>
<![CDATA[<p><strong>Description of Guild Name Grammar</strong></p>

<p>&lt; &gt; denotes parts of speech<br />
[ ] denotes optional elements</p>

<p><strong>1. Singletons</strong><br />
- [The] &lt;Noun&gt; / &lt;Adjective&gt;<br />
- e.g., Chaos, Brutality, The Wicked, The Legion</p>

<p><strong>2. Simple Noun Phrase</strong><br />
- [The] &lt;Adjective&gt; &lt;Noun&gt;<br />
- e.g., Eternal Angels, The Swinging Swords</p>

<p><strong>3. Complex Noun Phrase</strong><br />
- [The] &lt;Two Word Adjective&gt; &lt;Noun&gt;<br />
- e.g., Pretty Pink Gnomes, The Blood Knuckle Pirates</p>

<p><strong>4. "Of" / "In" Construction</strong><br />
- [The] &lt;Group Term&gt; of [the] [&lt;Adjective&gt;] &lt;Noun&gt;<br />
- e.g., Brotherhood of Light, The Army of Dark Night, Gathering of Bloody Blade Fools, Brothers in Arms</p>

<p>The grammar described can correctly parse about 90% of unique guild names over a 3-month period in WoW. The remaining guild names that fall outside of this grammar tend to be:</p>

<p><strong>1. Prepositional Phrases</strong><br />
- The Darkness Within<br />
- Mad When Wet</p>

<p><strong>2. Single Letter Names</strong><br />
- O T C<br />
- D T A</p>

<p><strong>3. Uses Pronouns / Verb Phrases</strong><br />
- I OWN YOU<br />
- We Eat Allies</p>

<p><strong>4. Contains Foreign Words</strong><br />
- La Fleur de Lys</p>

<p>Cases 1 and 2 are excluded by the parser. Currently, case 3 names are excluded if they use a pronoun and case 4 names are erroneously parsed within the weighted lexicon.</p>]]>
</content>
</entry>
<entry>
<title>PvP vs. PvE: Pressure to Level</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2007/03/pvp_vs_pve_pres.html" />
<modified>2007-03-12T20:14:44Z</modified>
<issued>2007-03-12T21:15:15Z</issued>
<id>tag:blogs.parc.com,2007:/playon/1.139</id>
<created>2007-03-12T21:15:15Z</created>
<summary type="text/plain">After looking at the data on general post-BC leveling patterns and speed, we wondered whether the post-60 distribution would differ between PvP and PvE servers. I suggested that it might be harder to level on a PvP server because of...</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>Server Differences</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>After looking at the data on general post-BC leveling patterns and speed, we wondered whether the post-60 distribution would differ between PvP and PvE servers. I suggested that it might be harder to level on a PvP server because of the general level of ganking and interference. Eric suggested that the potential for ganking would actually encourage PvP players to level as fast as possible - especially to stay ahead of the level curve. The data showed that Eric was right.</p>

<p>On both PvP and PvE servers, roughly 20% of the population was level 61 and above, but the distribution was significantly different. Players on PvP servers tended to be higher level than players on PvE servers. The graph below shows how clean that break is. The difference is especially clear for level 65 and above, and particularly for level 70.</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs20/image007.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs20/image007.png','popup','width=900,height=600,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs20/image007.png" width=500 border=0></a><br />
</p>]]>
<![CDATA[<p>Now, one alternative explanation is that players who prefer PvP are more competitive and quicker levelers to begin with. Unfortunately, the current data set can't tease apart those two explanations, but it does appear that Eric's argument is better supported by the data than mine.</p>

<p><strong>Server Sample:</strong> RP (High), PvE (High), PvE (High), PvP (High), PvP (High)<br />
<strong>Sampling Period:</strong> January 17th 2007 - January 31st 2007<br />
<strong>Sampling Resolution:</strong> ~12 minutes<br />
<strong>Parsing Method:</strong> All characters above level 60.<br />
<strong>Sample Size:</strong> 24,565 characters<br />
</p>]]>
</content>
</entry>
<entry>
<title>Accumulated Leveling Times</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2007/03/accumulated_lev.html" />
<modified>2007-03-03T00:46:24Z</modified>
<issued>2007-03-03T00:40:43Z</issued>
<id>tag:blogs.parc.com,2007:/playon/1.138</id>
<created>2007-03-03T00:40:43Z</created>
<summary type="text/plain">The timing of the expansion gave us a very interesting opportunity to estimate leveling times. In the past, we could estimate each individual leveling event, but it was impossible to know the accumulated leveling time of a character if the...</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>WoW Data</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>The timing of the expansion gave us a very interesting opportunity to estimate leveling times. In the past, we could <a href="http://blogs.parc.com/playon/archives/2005/08/change_in_level.html">estimate each individual leveling event</a>, but it was impossible to know the accumulated leveling time of a character if the character was created before we started capturing snapshots. But even if we only included characters created after the snapshots began, we would have to aggregate across different months to get a sizeable pool of characters, and that introduced potential time event confounds (i.e., a certain class was balanced).</p>

<p>What the expansion did was it encouraged many players to start a new character at the same time - specifically with the Draenei and the Blood Elves. We know that all Draenei and Blood Elves were created after January 17th, and there are many of these characters. This allowed us to use a large sample of actually accumulated leveling times to estimate the overall curve.</p>

<p>We started by calculating the average accumulated playing times of Draenei and Blood Elves for each level. The blips in the graph (especially post-50) are due to low samples and potential breaks in the data collection process. However, the graph did hint at an underlying curve. </p>

<p><a href="http://blogs.parc.com/playon/archives/graphs20/image001.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs20/image001.png','popup','width=1250,height=600,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs20/image001.png" width=500 border=0></a><br />
</p>]]>
<![CDATA[<p>A curve estimation algorithm showed that the power curve best fit the raw data. The resulting r-squared was .98. In other words, the estimated curve captured about 98% of the variance in the raw data.</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs20/image003.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs20/image003.png','popup','width=1250,height=600,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs20/image003.png" width=500 border=0></a></p>

<p>Below, we plot out the smoothed curve that was generated. The data suggests that it will take a player on average 15 full days of accumulated playing time to reach level 70, and that the 10-day mark is crossed at approximately level 56.</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs20/image005.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs20/image005.png','popup','width=1250,height=600,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs20/image005.png" width=500 border=0></a></p>

<p>Our much earlier estimated that it took about 15 full days to reach level 60. This suggests that characters have leveled quicker over time, possibly due to extensive twinking, familiarity with quests and instances, or a well-stocked economy.</p>

<p>One potential bias in this data is that all the high level Draenei and Blood Elves (particularly those who are level 60 and above) are probably more hard-core than the average WoW player. Thus, the high-end of the data might not reflect the average player. One counterargument is that the curve doesn't seem to break. In other words, the accumulated time of level 70 characters does fall in the correct range as would be predicted even if we looked at levels 1-50 alone. This suggests that those high level Draenei and Blood Elves didn't level "quicker" as much as that they spent much more hours playing in the month that the expansion was out. In either case, we would be able to sample the data again once more Draenei and Blood Elves are past level 60 and see whether the curve changes.</p>

<p><strong>Server Sample:</strong> RP (High), PvE (High), PvE (High), PvP (High), PvP (High)<br />
<strong>Sampling Period:</strong> January 17th 2007 - February 17th 2007<br />
<strong>Sampling Resolution:</strong> ~12 minutes<br />
<strong>Parsing Method:</strong> The sample unit is each unique Draenei and Blood Elf<br />
<strong>Sample Size:</strong> 42,922 Blood Elves and 35,939 Draenei<br />
</p>]]>
</content>
</entry>
<entry>
<title>Characters in BGs after Burning Crusade</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2007/02/characters_in_b.html" />
<modified>2007-02-21T23:42:10Z</modified>
<issued>2007-02-21T23:39:31Z</issued>
<id>tag:blogs.parc.com,2007:/playon/1.137</id>
<created>2007-02-21T23:39:31Z</created>
<summary type="text/plain">The Burning Crusade changed the WoW landscape a lot. One area that was significantly impacted was the number of unique characters in the old BGs (Alterac, Ararthi, Warsong, &amp; Eye of The Storm). The end-game BGs which many level 60...</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>WoW Data</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>The Burning Crusade changed the WoW landscape a lot. One area that was significantly impacted was the number of unique characters in the old BGs (Alterac, Ararthi, Warsong, & Eye of The Storm). The end-game BGs which many level 60 characters spent time in were suddenly almost deserted and back at almost pre-cross-realm queue times. Now, it's intuitive that post-60 content is more appealing to many players than the same old BGs. What may be less obvious is the added pressure for those level 60 players to get the expansion pack. Level 60 players who were content to just PvP now have to endure much much longer wait times to get into BGs. In other words, level 60 life without the expansion pack became difficult. Anecdotally, it also soon became clear to the BG stragglers that the people stuck in those BGs were the ones who didn't have the expansion - yet. It's also interesting to point out this caused a large shift from a competitive orientation (in BGs) to a leveling/achievement orientation (in BC content) for many WoW players. </p>

<p><a href="http://blogs.parc.com/playon/archives/graphs19/image001.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs19/image001.png','popup','width=900,height=500,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs19/image001.png" width=500 border=0></a><br />
</p>]]>
<![CDATA[<p>Data Note: We had a data collection mix-up that accidentally ignored all post-60 characters until the 29th of January. When we did get that data in correctly, the same trend was seen on the 30th and 31st. So the large drop isn't simply due to us not seeing post-60 characters at first.</p>

<p>Server Sample: RP (High), PvE (High), PvE (High), PvP (High), PvP (High)<br />
Sampling Period: Month of January 2007 up till the 16th.<br />
Sampling Resolution: ~12 minutes<br />
Parsing Method: The sample unit is each unique level 60 character each day.<br />
Sample Size: Peak of 10,500 characters across 5 servers.<br />
</p>]]>
</content>
</entry>
<entry>
<title>New Races Level Progression</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2007/02/new_races_level.html" />
<modified>2007-02-10T00:51:53Z</modified>
<issued>2007-02-10T00:34:02Z</issued>
<id>tag:blogs.parc.com,2007:/playon/1.136</id>
<created>2007-02-10T00:34:02Z</created>
<summary type="text/plain">We tabulated the levels of all the characters of the two races for each day in January after the expansion roll-out. The following flash widget shows the average level progression by day for the Draenei and the Blood Elves across...</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>WoW Data</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>We tabulated the levels of all the characters of the two races for each day in January after the expansion roll-out. The following flash widget shows the average level progression by day for the Draenei and the Blood Elves across the 5 servers we monitor.</p>

<p><a href="http://blogs.parc.com/playon/archives/misc/loadwidget.gif" onclick="window.open('http://www.nickyee.com/temp/bc_races.swf','popup','width=1201,height=469,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/misc/loadwidget.gif" border=0></a><br />
</p>]]>

</content>
</entry>
<entry>
<title>***PLEASE NO OPEN CHAT IN THE GROUP***</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2006/12/please_no_open.html" />
<modified>2006-12-28T19:12:55Z</modified>
<issued>2006-12-19T17:06:32Z</issued>
<id>tag:blogs.parc.com,2006:/playon/1.135</id>
<created>2006-12-19T17:06:32Z</created>
<summary type="text/plain">So why is using group chat in Second Life considered such a crime? Why aren&apos;t Second Lifers using group chat to stay in touch with their online families like players in other MMOs?</summary>
<author>
<name>bobmoore</name>

<email>bobmoore@parc.com</email>
</author>
<dc:subject>Avatar Interaction</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="scold.jpg" src="http://blogs.parc.com/playon/archives/scold.jpg" width="150" height="150" />One of the nice features of most MMOs is their variety of broadcast chat channels. With them, you can send a text message to everyone in your guild, your current zone, or even your entire server. Such broadcast channels are an excellent means for meeting up with acquaintances or complete strangers and obtaining answers to specific questions. Even when you solo, you can still maintain a peripheral awareness of your social world by monitoring these broadcast channels, especially your guild chat. </p>

<p>Of course, the downside of broadcast channels is their misuse for "spam" (excessive or offensive messages). To discourage spam, fellow players tend to publicly rebuke the accused spammer and threaten to put him or her on "ignore." Social control is even easier within guild chat since members who repeatedly spam the guild can be easily kicked from it. But overall, broadcast chat channels, especially guild chat, tend to be used for good rather than evil. Take the following bit of banter which shows how guild chat can work well...</p>]]>
<![CDATA[<p>01 26:26 Di says to the guild,"Hi all"<br />
02 26:40 Ae says to the guild,"hi di"<br />
03 26:47 Di says to the guild,"all day long in trader and I sold 1 damn butterfly"<br />
04 26:55 Bo says to the guild,"lol"<br />
05 27:03 Bo says to the guild,"sorry to hear that"<br />
06 27:21 Ta says to the guild,"awwwww did you enjoy your dinner?"<br />
07 27:55 Wo says to the guild,"everyone buys on the day after Thanksgiving - <br />
08            just have a sale"<br />
09 28:25 Ta says to the guild,"LOL"<br />
10 28:27 Me says to the guild,"Night  All"<br />
11 28:30 Di says to the guild,"LOL just might have to do that sale thing"<br />
12 28:36 Di says to the guild,"Night Me"<br />
13 28:39 Bo says to the guild,"night"<br />
14 28:53 Di says to the guild,"Dinner was a complete success"<br />
15 29:03 Guildmate: Me has logged out.<br />
16 29:09 Wo says to the guild,"night"<br />
17 30:42 Di says to the guild,"anything going on tonight?"<br />
18 31:23 Ka says to the guild,"if you find something let me know...pretty quiet"<br />
19 32:08 Bo says to the guild,"well if you two want to do something i am sure me <br />
20            an In will tag along"<br />
21 20:32:19 Or says to the guild,"Is there an access quest for the Tomb of Valor?  <br />
22                 and what is a good level to head in there?"<br />
23 32:26 Bo says to the guild,"just trying to get him to ding real fast"<br />
24 34:15 Di says to the guild,"lets clean some up"<br />
25 34:22 Di says to the guild,"errr MT"<br />
26 41:42 Ka says to the guild,"Tha you need any help in SH?"<br />
27 42:13 Tha says to the guild,"Ad and Or are grouping for some random stuff"<br />
28 42:37 Ka says to the guild,"I have a few alts in that level if you needed any help"</p>

<p>Here we see players greeting (lines 01-02) and saying farewell (lines 10, 12, 13, 16) to each other, sharing their experiences (lines 03, 14), knowledge (lines 07-08, 21-22), and laughs (lines 09, 11). They're also using the guild chat channel to find things to do together (lines 17, 18, 19-20, 26, 27, 28). Guild chat is the way players stay in touch with their online families.</p>

<p>So what's the deal with Second Life? </p>

<p>Unlike most other MMOs, Second Life provides only one kind of broadcast chat channel, "Group IM." Second Life "groups" have a special chat channel for broadcasting messages to the entire group. In other words, a kind of guild chat. But while group IM is very similar to guild chat in form, the ways it is used by players are surprisingly different. Contrast the following bit of group chat (for a group associated with a popular bar) with the guild chat above... </p>

<p>01 [11:32]  AB: hey everyone         im slightly bored...........  wondering if anyone<br />
02                       has any ideas of something that will give me a good time?<br />
03 [11:32]  CT: come to my gig<br />
04 [11:32]  HF: me too :)<br />
05 [11:32]  FZ: getting screwed lol<br />
06 [11:33]  SM: me!! lol<br />
07 [11:33]  HF: <strong>oops. spam.</strong><br />
08 [11:33]  Second Life: SM has left this session.<br />
09 [11:33]  KB: <strong>don't spam the group god!</strong><br />
10 [11:33]  Second Life: KB has left this session.<br />
11 [11:33]  Second Life: FZ has left this session.<br />
12 [11:33]  JH: the bouncy castle outside<br />
13 [11:33]  PP: <strong>Ok, keep off the group channel please folks</strong><br />
14 [11:33]  HJ: RL alcohol - its the ponly way to go<br />
15 [11:33]  TC: who is the group god?<br />
16 [11:33]  SF: oh i have a few ideas but it will take a partner;)<br />
17 [11:33]  KC: <strong>enough on the group channel</strong><br />
18 [11:33]  WH: Im always here for you SF :P<br />
19 [11:33]  Second Life: JH has left this session.<br />
20 [11:33]  MM: thanks for the spam really not annoying at all<br />
21 [11:33]  Second Life: HF has left this session.<br />
22 [11:33]  Second Life: TC has left this session.<br />
23 [11:33]  SF: sorry KC<br />
24 [11:33]  Second Life: KC has left this session.<br />
25 [11:33]  Second Life: SF has left this session.<br />
26 [11:33]  JH: hahaha<br />
27 [11:33]  KC: :) did you need tp HF?<br />
28 [11:33]  Second Life: WH has left this session.<br />
29 [11:33]  Second Life: JH has left this session.<br />
30 [11:34]  Second Life: MM has left this session.<br />
31 [11:34]  AA: ehm?<br />
32 [11:34]  JS: hm?<br />
33 [11:35]  Second Life: JS has left this session.<br />
34 [11:35]  Second Life: AB has left this session.<br />
35 [11:43]  Second Life: HJ has left this session.<br />
36 [11:43]  Second Life: CT has left this session.</p>

<p>AB attempts to use Group IM, much like Di above (line 17), to find something to do (lines 1-2). She receives several proposals of things she could do (lines 03, 05, 06, 12, 14, 16, 18), most of them playful and suggestive like her query itself. However, in addition, she receives a few harsh rebukes for talking on the group channel in the first place (lines 09, 13, 17). While only a few members openly chastise her, fifteen group members respond simply by leaving the session. Hardly a sociable environment. A couple of other interesting responses are the self-chastising by HF (line 07) and the dissent by MM (line 20) that AB's query constitutes an unwelcome intrusion. It's probably safer not to say anything to your group at all.</p>

<p>In fact, when one joins a new group in Second Life, one is often warned not to use the group chat channel, for example:</p>

<p>"***PLEASE NO OPEN CHAT IN THE GROUP***"<br />
 or</p>

<p>"Please do not use open group chat. Especially to get on there and say something stupid like "Want to play". Everyone that is against spam, please e-mail the Lindens support and ask that they make us able to disable open group chat within the groups. If it were  possible, I would have done it already. Anyone using open chat will be kicked from the group from this point on. Thank you. :)"</p>

<p>or an exception</p>

<p>"Can somebody help me? Yes they can... Welcome to SL! Welcome to Help Me!, this group is to chit chat as much as you like, nobody is to be accused of SPAM here lol."</p>

<p>So why is using group chat in Second Life considered such a crime? Why aren't Second Lifers using group chat to stay in touch with their online families like players in other MMOs? </p>

<p>I believe the answer is simply a matter of poor user interface design. In Second Life, IM messages (personal and group messages alike) are displayed in an IM window which the player can open, close and tab through (see screenshot, upper left). However, all IMs are ALSO plastered across the player's field of view in a transparent text box over which players have no control (see screenshot, lower left). They cannot turn it off, minimize it nor filter it. Therefore all IM messages are highly intrusive for the player. To make matters worse, the system publicly reports whenever a group member leaves a group IM session, which contributes to the flood of messages across the player's field of view. Finally, there is also a very noticeable audio alert for all members whenever someone starts a new group session. So receiving IMs that are personally directed to you are disruptive enough to your gameplay experience, but IMs and system messages broadcast to an entire group are just a nuisance. (As far as I can tell, there is no way to change these features to minimize disruption.) Consequently the shared practice is to avoid using group IM channels for personal questions or frivolous comments, but to reserve it for more official group announcements (although there is a separate feature specifically for group announcements). </p>

<p><img alt="OnScreenIM.jpg" src="http://blogs.parc.com/playon/archives/OnScreenIM.jpg" width="640" height="368" /></p>

<p>In contrast, in most MMOs, the user interfaces handle messages differently. Guild chat messages are contained in a chat box that can be resized and sometimes collapsed. Players can often set up tabs and filters in order to hide their guild chat when they don't want to be distracted. In addition, while one-to-one messages, or "tells," usually trigger an audio alert, broadcast messages do not. As a result of this UI design, guild chat and other types of broadcast chat can be easily ignored. The design principle here appears to be: messages that are directly addressed to the recipient should be more noticeable than those that are not.</p>

<p>To fix this, the above player suggests adding a feature to "Disable open group chat" all together. Instead, I would suggest simply adding the following features (as defaults):</p>

<p>Hide on-screen IM<br />
Disable IM alerts for Group IM<br />
Disable "member left session" alerts</p>

<p><strong>Post by <a href="http://www2.parc.com/spl/members/bobmoore/">Bob</a></strong></p>]]>
</content>
</entry>
<entry>
<title>PvP Ranks Change (Basic)</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2006/11/pvp_ranks_chang.html" />
<modified>2006-11-30T00:56:55Z</modified>
<issued>2006-11-30T00:52:21Z</issued>
<id>tag:blogs.parc.com,2006:/playon/1.131</id>
<created>2006-11-30T00:52:21Z</created>
<summary type="text/plain">After looking at PvP ranks in one week of time, we decided to explore the changes in PvP rank over time. For this, we took two consecutive one-week periods to calculate the PvP rank change. We start here by providing...</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>WoW Data</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>After looking at PvP ranks in one week of time, we decided to explore the changes in PvP rank over time. For this, we took two consecutive one-week periods to calculate the PvP rank change. We start here by providing a sense for how much of the player base we were able to capture.</p>

<p>Of the 128,354 characters, we had PvP rank information for both weeks for 41,997 characters. This turns out to be about 57% of all characters above level 45 (i.e., the <a href="http://blogs.parc.com/playon/archives/2006/10/pvp_ranks_basic.html">average level of Rank 1</a> characters). While this is only about half of all possible characters, it is large enough of a sample to explore some of the underlying differences.</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs17/image001.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs17/image001.png','popup','width=900,height=500,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs17/image001.png" width=500 border=0></a><br />
</p>]]>
<![CDATA[<p>We found that most characters (80%) do not change rank over a one week period. About 5.5% lost rank and 13.5% gained rank. As the graph below shows, most of the changes occur in the +/- 1 range. Characters who gained more than 2 ranks were all unranked the week before.</p>

<p>Below is a graph that shows the average rank change for characters in each of the 14 ranks. The plot shows that from Rank 1 to Rank 7 that most players tend to gain rank from week to week, but that it is difficult to hold on to your rank once you get to Rank 11 and above. In those ranks, there is an average downward trend. In particular, most characters who were at Rank 14 (the highest rank) give it up as soon as they reach the highest rank. This is consistent with anecdotal data from the WoW forums. After all, once the Grand Marshal equipment has been acquired, there is little incentive to maintain Rank 14.</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs17/image003.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs17/image003.png','popup','width=900,height=500,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs17/image003.png" width=500 border=0></a></p>

<p><strong>Server Sample:</strong> RP (High), PvE (High), PvE (High), PvP (High), PvP (High)<br />
<strong>Sampling Period:</strong> Two consecutive one-week periods in October, both starting on Tuesday at 10am pacific time (i.e., after ranks have been calculated for that week). <br />
<strong>Sampling Resolution:</strong> ~12 minutes<br />
<strong>Parsing Method:</strong> The sample unit is each unique character in each hour of the day.<br />
<strong>Data Filter:</strong> None<br />
<strong>Sample Size:</strong> 128,354 characters</p>]]>
</content>
</entry>
<entry>
<title>PvP Ranks (by Race / Faction)</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2006/11/pvp_ranks_by_ra.html" />
<modified>2006-11-13T01:16:18Z</modified>
<issued>2006-11-13T01:38:26Z</issued>
<id>tag:blogs.parc.com,2006:/playon/1.128</id>
<created>2006-11-13T01:38:26Z</created>
<summary type="text/plain">We also looked at PvP ranks by race and faction. Both analyses showed a similar pattern; Horde characters are on average a higher PvP rank than Alliance characters. For example, the graph below plots out the distribution of PvP rank...</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>PvP Rank</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>We also looked at PvP ranks by race and faction. Both analyses showed a similar pattern; Horde characters are on average a higher PvP rank than Alliance characters. For example, the graph below plots out the distribution of PvP rank by the two factions. Alliance has more low-ranked characters (Rank 3 and below), while Horde has more high-ranked characters (Rank 4 and above).</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs16/image007.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs16/image007.png','popup','width=900,height=500,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs16/image007.png" width=500 border=0></a></p>]]>
<![CDATA[<p>The same pattern emerged from the analysis by race. The four Horde races are higher ranked than the four Alliance races – small differences that nonetheless provide a striking division. </p>

<p><a href="http://blogs.parc.com/playon/archives/graphs16/image009.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs16/image009.png','popup','width=900,height=500,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs16/image009.png" width=500 border=0></a></p>

<p>There are several reasons for why we might be seeing this pattern:</p>

<p>1) <strong>Practice:</strong> The Alliance-Horde imbalance (2:1 in our sample) makes it easier for Horde characters to enter PvP BGs. This means that given the same amount of play-time, Horde has less wait time, and thus more practice. This might also encourage forming groups ahead of time (i.e. prefabs) because it doesn't impact wait times, whereas it would in the Alliance case.</p>

<p>2) <strong>Motivation:</strong> Players who <a href="http://www.nickyee.com/daedalus/archives/001366.php">choose to play</a> Horde are more achievement-minded and competitive than players who choose to play Alliance. Thus, one reason why Horde out-performs Alliance is because players on Horde-side are more psychologically matched for PvP-type encounters.</p>

<p>3) <strong>Class:</strong> Some players also believe that Shamans are disproportionately suited to PvP compared with Paladins. This may give the Horde side an edge. We will explore this in more detail in another post focusing on class differences in PvP ranks.</p>

<p>4) <strong>Sampling Bias:</strong> It is also possible that what we're seeing is simply due to some unknown sampling bias. For example, Ogrimmar may be more of a hub than Ironforge is (e.g., there is more spillover to Stormwind on Alliance than there is spillover to Undercity on Horde).</p>

<p><strong>Server Sample:</strong> RP (High), PvE (High), PvE (High), PvP (High), PvP (High)<br />
<strong>Sampling Period:</strong> One Week in October 2006<br />
<strong>Sampling Resolution:</strong> ~12 minutes<br />
<strong>Parsing Method:</strong> The sample unit is each unique character in each hour of the day.<br />
<strong>Data Filter:</strong> None<br />
<strong>Sample Size:</strong> 128,477 characters</p>]]>
</content>
</entry>
<entry>
<title>The social utility of jerks</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2006/11/the_social_util.html" />
<modified>2006-12-11T23:38:59Z</modified>
<issued>2006-11-03T01:13:00Z</issued>
<id>tag:blogs.parc.com,2006:/playon/1.130</id>
<created>2006-11-03T01:13:00Z</created>
<summary type="text/plain">The biggest draw for MMOGs is obviously the MM part. Players enjoy participating in a persistent, multi-user world; if they didn&apos;t, they wouldn&apos;t pay subscriptions to do so when there are plenty of single-player video games available. Ironically, however, the...</summary>
<author>
<name>cabell</name>

<email>gathman@parc.com</email>
</author>
<dc:subject>Ethnographic Observation</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p><img style="FLOAT: right; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="puggonewrong.jpg" src="http://blogs.parc.com/playon/archives/puggonewrong.jpg" width="267" height="200" />The biggest draw for MMOGs is obviously the MM part.  Players enjoy participating in a persistent, multi-user world; if they didn't, they wouldn't pay subscriptions to do so when there are plenty of single-player video games available.  Ironically, however, the same fellow users who make MMOGs so appealing can also be one of their biggest headaches.  Unwelcome behaviors range from trash talk and verbal harassment to hardcore griefing like camping in order to kill newbies over and over again.  Most companies will institute sanctions such as account suspensions against egregious offenders, but a lot of behavior, such as inequitable loot sharing and excessive aggro that gets everybody killed, falls into a grey area of "jerky, but probably not actionable."</p>]]>
<![CDATA[<p>Richard Bartle, in his description of player types in virtual worlds, claimed that "killers," analogous to griefers, provide a challenge for achievement-motivated players but depress the population of socializers in a virtual world.  He also argued that although his...</p>

<p><BLOCKQUOTE>...research has been used on a number of occasions to 'prove' that game-oriented virtual worlds 'need' killers, this is not the case.  The model is descriptive, not normative: it shows what will happen if the proportions of player types changes, but doesn't advocate one over another.  If you want achievers but don't want killers, you can have them; you need to be aware that without intervention the achievers won't stay long, though.  Similarly, if you design a game targeted at killers, it will require a major effort to stop the poor ones from quitting in frustration and the better ones quitting when there's no one left to bully. (Bartle 2004, p. 141)</BLOCKQUOTE></p>

<p>There is obviously a difference, however, between "killers" who are free by the rules of the game to actually kill newbies  and seriously impede their progress in the game, and people who behave in a variety of anti-social/uncooperative ways that may make gameplay frustrating, but are not as intense as character murder.  The former group can become such a problem, as Bartle notes, that no one will want to play.  The latter group, however, unless completely dominant, serves a valuable purpose in the social world of MMOGs: its members actually bring other players together.  Nothing unites two people, after all, like the opportunity to gripe about a third.</p>

<p>Player communities such as forums are full of complaints about immature, obnoxious players encountered in-game, perhaps most frequently in "pick-up groups" (PUGs) wherein previously unacquainted players team up to complete missions or quests:</p>

<p><BLOCKQUOTE>He was afk most of the time, and when he did run into a fight, he would hack one guy and then stand around. Also, I was sk'd to him and I have Arctic Air, so I was standing in the fray with it on. Several times, he'd just run <I>out of the fight</I> leaving me tiny and frail, and go look around the rest of the floor; usually he'd find a group of guys, say "Here." and then go tuck himself into a corner and wait.</p>

<p>Finally, his "on the phone, sec" was the last straw and I kicked his dumb ass and ran the rest of the mish unsk'd.</p>

<p>Do yourself a favor and avoid him like the PLAGUE!</p>

<p>--naeko, <A HREF="http://community.livejournal.com/city_of_heroes/1700738.html" target="_blank">Horrible player</A>, <A HREF="http://community.livejournal.com/city_of_heroes/" target="_blank">City of Heroes LiveJournal community</A></BLOCKQUOTE></p>

<p>Similarly, one EverQuest II player, T, posted an account of a PUG bad apple on her guild forum.  A stranger, S, who joined a group with T and several friends, refused to give up a dropped spell that was only useful for the wizard class, to which T belonged and S did not.  He ignored repeated requests for the spell and when called on it publicly he asserted (falsely) that T had not assisted in the battle and thus should not receive the spell.  Finally T quit the group:</p>

<p><BLOCKQUOTE>01 P: [to T] did he give u the spell?<br />
02 T: [to P] nope<br />
03 T: [to P] and won't return tells<br />
04 T: [to P] ???<br />
05 P: [to T] ur kidding?<br />
06 T: [to P] nope, he just ignored my requests and called me dopey<br />
07 P: [to T] i left thegroup<br />
08 T: [to P] good for you<br />
09 T: [to P] IG will leave too</BLOCKQUOTE></p>

<p>Although S was originally the group leader, after T's departure, P and IG both left out of solidarity and regrouped with T, leaving S alone and once again looking for a group.  This immediate loss of his group, however, was not the only consequence S suffered.</p>

<p>Unlike the CoH LiveJournal community post, which seems to simply solicit commiseration over a bad PUG experience, T's account to her EQ2 guild served as an unofficial incident report.  The incident was not one with which the game company would be likely to concern itself, but T's guildmates had a more personal interest and the resources to pursue it, especially because it turned out that S was a member of another guild.</p>

<p>The first response to the post was "Did this fool have a guild tag? if so do you remember what it was[?]"  In just under three hours, another guild member had posted the offender's guild affiliation.  Other members weighed in, sympathizing and suggesting ways to pursue recompense, and two days after the original post was made, T had received a better version of the spell the offender had ganked and a formal apology from an officer of the offender's guild.</p>

<p>Here, a run-in with a jerk on a PUG allowed a pre-existing group (T's guild) to reinforce their relational ties to each other through commiseration, information gathering, and the pursuit of recompense, which was successful because the offender's guild did not want the stigma of allowing such behavior to pass.  Of course, a player who routinely causes such problems for his guild may find himself unguilded, and one might assume that free agent jerks are a problem with no solution, since they have no social group of their own to shame or be pressured by.</p>

<p>Such incidents and group commiseration over them, however, also more generally allow players to reaffirm their identities as "good players, not idiots/jerks/babies like that player"; in this mode, even free agent jerks may actually serve to bring people together who previously lacked any social ties.  The following case involves a PUG with five members, two of whom are a married couple playing together, but otherwise initially unknown to each other, hunting low-level mobs in the CoH sewers.  One player holds forth at great length about his prowess at PvP, while HH and HO discuss an online streaming radio station to which HH has just introduced HO:</p>

<p><BLOCKQUOTE>01 FR: put me up agianst a brute i could win<br />
02 (16.1)<br />
03 HO:	requests huh? too bad you can't make them in game<br />
04 (3.1)<br />
05 HH:	corner here<br />
06 (1.5)<br />
07 HH:	you can<br />
08 (2.6)<br />
09 HH:	DJ Shecky<br />
10 (1.9)<br />
11 FR:	put me up agianst a dom i would win<br />
12 (2.1)<br />
13 HH:	You can probably send him a tell<br />
14 (1.3)<br />
15 HO:	...you rock<br />
16 (0.2)<br />
17 L:	ouch walk before running<br />
18 (4.2)<br />
19 FR:	((attacks mob))<br />
20 (6.9)<br />
21 HH:	*grin*<br />
22 (19.1)<br />
23 FR:	corr i dont knopw good attacks<br />
24 (6.0)<br />
25 FR:	and can heal<br />
26 (26.3)<br />
27 FR:	wut i'm trying to say is that i can own alot of peeps in pvp<br />
28 (7.3)<br />
29 HH:	oh, I didn't get that.<br />
30 (1.2)<br />
31 HH:	:p</BLOCKQUOTE></p>

<p>There is no uptake from other team members to any of FR's assertions about his ability to beat members of various City of Villains classes at PvP at lines 02, 11, and 23-25.  At 27 he gives an explicit formulation of his earlier talk; HH responds sarcastically at 29, softening the response with a humorous emoticon at 29, but also not elaborating on her response any further.  Throughout FR's talk, HO and HH discuss the radio station that HH had earlier explained how to access, also in group chat; FR does not attempt to participate in this line of talk.  Following this excerpt, FR produces some further talk on his PvP prowess before running ahead of the group, dying, and teleporting out of the zone.</p>

<p>FR's teleportation to the hospital is notable because it occurs immediately after his character can be seen to have died on the team roster.  The team has been sharing resurrections since setting out on a hunting expedition; thus, the expected action in this situation is to wait and see if anyone has a resurrection to share before teleporting to the distant hospital.  HH and AM both inquire about FR's plans to return; it is only after they question him that FR reports that he is going to a different zone.  HH, as team leader, then kicks FR from the team roster there is both public and private chat concerning his abrupt departure:</p>

<p><BLOCKQUOTE>01 HH:	<B>((kicks FR from team roster))</B><br />
02 (4.3)<br />
03 HH:	well, that was random.<br />
04 ...<br />
05 HO:	agreed.<br />
06 (9.1)<br />
07 L:	indubidly<br />
08 (3.0)<br />
09 HH:	[to HO] maybe we weren't enthusiastic enough about PvP talk? :p<br />
10 ...<br />
11 HO:	[to HH] lol. We didn't massage his ego enough i think about he can<br />
12 "take peeps out" in PvP.  Shoulda been like "Oh FR, What IS PvP you huge<br />
13 mass of manhood!?"</BLOCKQUOTE></p>

<p>HH, as team leader, formally kicks FR from the team at 01, although as the boldface indicates, this is a private action visible only to HH, the kicker, and FR, the kickee; other team members can only see that FR has left the team.  Following this action, at line 15, HH remarks to the team at large on the inappropriateness of FR's behavor; HO agrees with her assessment at 17 and L upgrades its intensity at 19.</p>

<p>HH and HO have been conversing in team chat for some time already, as seen previously.  At 09, HH expands her talk about FR in a private tell to HO, openly mocking FR's extended monologue about his PvP prowess--this is particularly relevant since FR had begun this line of talk with assertions about how his controller (similar to a mage) could beat HO's defender (a healer class character) in PvP combat--a topic on which he expanded at great length despite lack of uptake from HO and others on the team. interest.  HO responds enthusiastically to HH at 11-13, expanding the mocking account for FR's abrupt departure.</p>

<p>Shortly after this interaction, HO sends HH an invitation to be global friends, meaning that they will be able to see each other logged into the system with all characters:</p>

<p><BLOCKQUOTE>01 <I>@HO has invited you to be global friends.  Do you accept?</I><br />
02 (0.3)<br />
03 HH: <B>((accepts global friend invitation))</B><br />
04 (20.2)<br />
05 HH: [to HO] thanks. :-) I'll definitely be on again later tonight, too.<br />
06 (30.8: some irrelevant talk ommitted)<br />
07 HO: [to HH] awesome! I like to keep in contact with the cool people on<br />
08 here since..you know,they're hard to find, lol</BLOCKQUOTE></p>

<p>Since then, these two players have grouped together with a few different characters on the server, and also formed a supergroup/guild with the other members of the original PUG. As the exchange above displays, jerks in MMOGs not only bring people together by providing a convenient object of mutual disdain to talk about--they also provide a point of contrast that makes everyone else look better.  Despite the near-ubiquitous player laments about the jerks one encounters on even high-level PUGs, it is encounters with just such jerks that make good, basically competent players seem even more attractive and appealing by comparison.  The jerks are actually a kind of social glue encouraging us to stick together--an effect that is perhaps nowhere so dramatically demonstrated as in the sheer existence of a WoW guild titled "Hikaru is a Dork."*</p>

<p>---</p>

<p><font size="1">*Name has been slightly altered while preserving original connotations.</font></p>

<div class="postedby">Posted by Cabell</div>]]>
</content>
</entry>
<entry>
<title>PvP Ranks (by Class)</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2006/10/pvp_ranks_by_cl.html" />
<modified>2006-10-31T21:58:46Z</modified>
<issued>2006-10-31T21:40:53Z</issued>
<id>tag:blogs.parc.com,2006:/playon/1.129</id>
<created>2006-10-31T21:40:53Z</created>
<summary type="text/plain">And finally, we also looked at the differences in PvP rank by class. Like the differences of PvP rank by race, the differences were quite small. Shamans had on average the highest rank, while Priests had on average the lowest...</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>PvP Rank</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>And finally, we also looked at the differences in PvP rank by class. Like the differences of PvP rank by race, the differences were quite small. Shamans had on average the highest rank, while Priests had on average the lowest rank.</p>

<p>It was interesting that 3 of the healing classes (Priests, Druids, Paladins) were on the bottom of the list, while the final healing class (Shamans) were on the top of the list. Part of the reason why may be that the Shaman <a href="http://www.nickyee.com/daedalus/archives/001367.php?page=2">attracts more competitive-minded players</a>.</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs16/image011.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs16/image011.png','popup','width=900,height=500,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs16/image011.png" width=500 border=0></a></p>]]>
<![CDATA[<p><strong>Server Sample:</strong> RP (High), PvE (High), PvE (High), PvP (High), PvP (High)<br />
<strong>Sampling Period:</strong> One Week in October 2006<br />
<strong>Sampling Resolution:</strong> ~12 minutes<br />
<strong>Parsing Method:</strong> The sample unit is each unique character in each hour of the day.<br />
<strong>Data Filter:</strong> None<br />
<strong>Sample Size:</strong> 128,477 characters</p>]]>
</content>
</entry>
<entry>
<title>PvP Ranks (by Hours Played)</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2006/10/pvp_ranks_by_ho_1.html" />
<modified>2006-10-25T23:02:01Z</modified>
<issued>2006-10-23T21:35:52Z</issued>
<id>tag:blogs.parc.com,2006:/playon/1.127</id>
<created>2006-10-23T21:35:52Z</created>
<summary type="text/plain">In the same way that we could approximate the number of hours played it is necessary to get from one level to the next, we could also approximate how many hours of play per week it takes to advance from...</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>PvP Rank</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>In the same way that we could approximate the number of hours played it is necessary to get from <a href="http://blogs.parc.com/playon/archives/2005/07/leveling_time.html">one level to the next</a>, we could also approximate how many hours of play per week it takes to advance from one PvP rank to the next. We tabulated the average number of hours played for characters in each PvP rank. Of course, the numbers derived do not correspond directly to the time it takes to reach the next PvP rank, but they are indicative of the time invested as players are at higher and higher PvP ranks. The following is the graph we got from that analysis.</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs16/image005.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs16/image005.png','popup','width=900,height=500,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs16/image005.png" width=500 border=0></a><br />
</p>]]>
<![CDATA[<p>Data from The Daedalus Project suggests that the average MMO player spends about 20 hours a week in the game. This implies that the average player &quot;hit a ceiling&quot; around Rank 5 (Sergeant Major / First Sergeant). They will find it hard to get beyond Rank 5 unless they put more time into the game than they are used to. It takes about 40 hours (or double the average) of play each week to reach Rank 11 (Commander / Lieutenant General) . More tellingly, it takes about 4 times the average play-time (or almost 80 hours) for a player to reach Rank 14 (Grand Marshal / High Warlord). That is more than 10 hours a day of game-play.</p>

<p><strong>Server Sample:</strong> RP (High), PvE (High), PvE (High), PvP (High), PvP (High)<br />
<strong>Sampling Period:</strong> One Week in October 2006<br />
<strong>Sampling Resolution:</strong> ~12 minutes<br />
<strong>Parsing Method:</strong> The sample unit is each unique character in each hour of the day.<br />
<strong>Data Filter:</strong> None<br />
<strong>Sample Size:</strong> 128,477 characters</p>]]>
</content>
</entry>
<entry>
<title>PvP Ranks (Basic)</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2006/10/pvp_ranks_basic.html" />
<modified>2006-10-25T22:59:12Z</modified>
<issued>2006-10-23T21:28:53Z</issued>
<id>tag:blogs.parc.com,2006:/playon/1.125</id>
<created>2006-10-23T21:28:53Z</created>
<summary type="text/plain">Eric had recently included a PvP rank scraper into the census script. Because PvP rank is not one of the variables that is returned via the /who list, this data was collected using the method used to scrape character gender....</summary>
<author>
<name>nickyee</name>
<url>http://www.nickyee.com/</url>
<email>nicholas.yee@parc.com</email>
</author>
<dc:subject>PvP Rank</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p>Eric had recently included a PvP rank scraper into the census script. Because PvP rank is not one of the variables that is returned via the /who list, this data was collected using the method used to <a href="http://blogs.parc.com/playon/archives/2005/12/gender_scraping.html">scrape character gender</a>. We gathered PvP rank data by moving collection characters to the faction capitals (Ogrimmar & Ironforge). As the character census occurs, the collection character tries to target each character seen in the census. If they happen to be nearby, we note down their census rank. As discussed in the character gender thread, this method has several biases. We're more likely to find the PvP ranks of players who: 1) play a lot, and 2) spend a lot of time in the main cities. On the other hand, given the way that PvP is currently structured (via queues originating in the main cities), the sampling bias may dovetail with the practice of PvP.</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs16/image001.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs16/image001.png','popup','width=900,height=500,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs16/image001.png" width=500 border=0></a></p>]]>
<![CDATA[<p>We began analyzing the data by trying to get a sense of how well or how poorly the scraper managed to get the PvP rank for all characters on the server. We choose a one week time-frame. Because PvP ranks are updated once each week on Tuesday, we choose a Tuesday to Monday period to analyze.</p>

<p>Overall, the scraper got 50% of the PvP ranks of all characters on the 5 servers. But this percentage is actually deceptive because PvP ranking doesn't begin till the upper levels. The following graph shows the average character level by PvP rank of the character. If we only look at characters above level 45, the scraper found 72% of their PvP ranks.</p>

<p>The distribution of PvP ranks looks like this:</p>

<p><a href="http://blogs.parc.com/playon/archives/graphs16/image003.png" onclick="window.open('http://blogs.parc.com/playon/archives/graphs16/image003.png','popup','width=900,height=500,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://blogs.parc.com/playon/archives/graphs16/image003.png" width=500 border=0></a></p>

<p>While the scraper did not find the PvP ranks of all characters, there is probably enough to explore the data a little and get a sense of underlying differences.</p>

<p><strong>Server Sample:</strong> RP (High), PvE (High), PvE (High), PvP (High), PvP (High)<br />
<strong>Sampling Period:</strong> One Week in October 2006<br />
<strong>Sampling Resolution:</strong> ~12 minutes<br />
<strong>Parsing Method:</strong> The sample unit is each unique character in each hour of the day.<br />
<strong>Data Filter:</strong> None<br />
<strong>Sample Size:</strong> 128,477 characters</p>]]>
</content>
</entry>
<entry>
<title>On the internet everyone knows you&apos;re not actually an elf.</title>
<link rel="alternate" type="text/html" href="http://blogs.parc.com/playon/archives/2006/09/lisa_nakamura_h.html" />
<modified>2006-12-11T23:38:29Z</modified>
<issued>2006-09-13T22:02:14Z</issued>
<id>tag:blogs.parc.com,2006:/playon/1.124</id>
<created>2006-09-13T22:02:14Z</created>
<summary type="text/plain">Lisa Nakamura has written extensively about race and identity tourism in virtual environments. She argues that in most cyber social spaces, the surface absence of race is an implicit assumption of default whiteness. The textual environment LambdaMOO, for instance, requires...</summary>
<author>
<name>cabell</name>

<email>gathman@parc.com</email>
</author>
<dc:subject>Ethnographic Observation</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://blogs.parc.com/playon/">
<![CDATA[<p><img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="twilek2.jpg" src="http://blogs.parc.com/playon/images/twilek2.jpg" width="150" height="150" />Lisa Nakamura has written extensively about race and identity tourism in virtual environments.  She argues that in most cyber social spaces, the surface absence of race is an implicit assumption of default whiteness.  The textual environment LambdaMOO, for instance, requires users to set a character gender (although "neuter" is available); although players may choose to include it in their character description, race "is not even on the menu" as far as the interface is concerned (Nakamura 1999).  Today's MMOGs, however, make race explicit insofar as one cannot create a "colorless" virtual avatar--although most games offer some non-human options ranging from elves to cow, rat, and lizard people.  As something that is visually available to all players and generally considered integral to personal identity in the mainstream culture, race, whether human or fantasy, seems to offer a particularly valuable resource for role-playing (RP) in game spaces.

<p>Despite the possibility of non-white human avatars, however, their actuality seems rare.  A Black character with an afro in City of Heroes draws comment from other players when a white character with spiky pink hair does not.  A preliminary analysis of video data from several games yields several examples of players using non-human race as an RP resource, but only one instance in which a character roleplays non-white human race.  In this latter instance, uptake from other characters is problematic, an issue that may be related to the character's heavy reliance on racial stereotypes.  Non-white avatar options such as hairstyles are also in limited supply in most games, limiting available "looks" for such characters.</p>]]>
<![CDATA[<p>It is probably true that the available character options reflect the demographics and desires of the majority of the current players, but it is still possible that the addition of more identifiably non-white faces would lead to the creation of more non-white characters.  Far more female characters exist than female players; while one can argue the realism of many female avatar options, there are still quite a variety of recognizably female options available.  Whether the presence of more non-white characters would lead to more nuanced, less stereotypical RP, of course, is an open question.  Certainly many male players' female characters are built upon stereotypical conceptions of gender, such as "healers are girly."<br />
It seems possible, however, that the presence of non-white character options might attract more non-white players, if we assume that people have some interest in creating avatars with which they identify on racial lines--it does seem to be the case that women prefer to play female avatars, although a significant minority of men prefer female avatars as well.  If a similar pattern in player/character racial identity exists, it would seem that adding more non-white options for character creation is likely to provide an added attraction for a cross-section of players in any game that does so, but perhaps particularly in game worlds like CoX where almost all characters are basically human.</p>

<p>For one thing, character race, although especially non-human race, yields one solution to the general problem of making RP distinct from OOC talk.  While players use many strategies to do so, most commonly bracketing, even interactions that seem to fall fairly clearly into one category or the other may be explicitly identified by participants, suggesting that the possibility of confusion is always there.</p>

<p>In cases where non-human character race is used for RP, however, there is no question about its status as RP rather than RL talk, as in the gaming session excerpted below.  Following the "arrest" of third character by Imperials, A and another character, LG, RP with each other using their character race (Twi'lek) without any OOC negotiation or discussion:<br />
 <br />
<BLOCKQUOTE><B>Excerpt (1) [RP styles and tell frame shifting SWG 02-22-04 RM-3 RAVE 001: 148-165, irrelevant talk omitted for clarity]</B><br />
 <br />
01 LG: [angrily] They already HATE us...<br />
02 (0.7)<br />
03 A: [angrily] oh my god<br />
04 (3.4)<br />
05 LG:	[angrily] Twi'leks...<br />
06 (7.8)<br />
07 LG: [angrily] If your not HUMAN you aren't anything in their eyes!<br />
08 (2.1)<br />
09 A: [angrily] I know</BLOCKQUOTE></p>

<p>The arrested character is also a Twi'lek, which LG references at 1 with her assertion that the Empire "already hate[s] us"; she then clarifies the category at 5 with the explicit identification of the hated people as those who belong to the race Twi'lek and further expands on this at 7 with an assertion that to the Empire, only humans are "anything," to which A agrees at 9.  Some time later, the "sisters" A and Ci also use their shared Twi'lek race for RP about their childhood separation from each other following an Imperial raid, and LG asserts that Twi'leks are in particular danger of enslavement because of their oppressed status.</p>

<p>In this case, the source material of the game lends itself to racial RP; the original <I>Star Wars</I> trilogy depicted female Twi'lek characters as slaves kept by Jabba the Hut for his entertainment.  Character race, in addition to being an obviously in-game quality, is also a resource about which most players may be presumed to have a shared knowledge base.  Even in games that lack such an established and developed world, however, character race is still a resource for RP, as in this scene from the assembling of a pick-up group in EverQuest II:</p>

<p><BLOCKQUOTE><B>Excerpt (2) [levels of RP EQ2 01-19-05 RM-1 A 001: 5-33, irrelevant talk omitted for clarity]</B></p>

<p>01 D: greetingsss<br />
02 (24.8)<br />
03 R: I smell an iksar!<br />
04 (14.7)<br />
05 D: rodentssss...<br />
06 (39.1)<br />
07 R: I prefere Ratonga, or even rat over rodent.<br />
08 (8.5)<br />
09 <I>D snarls R.</I><br />
10 (14.8)<br />
11 <I>R dies x.x</I></BLOCKQUOTE></p>

<p>In excerpt #3, R is a male rat person (Ratonga) and D is a male lizard person (Iksar).  D makes the lizard race of his character an explicit part of his speech with expanded s's and remarks on R's race at 5 with the word "rodents," to which R objects at 7.  The antagonism between them is further elaborated through emotes at 9 and 11.  The two characters, presumably previously unacquainted, collaboratively produce a racial conflict almost immediately upon encountering each other in the virtual physical space of the game.  Even without the kind of world-established race relations available in SWG, players may use character race to color their in-character interaction, although in the EQ2 excerpt the conflict is done "playfully" in that it does not noticeably inhibit group cooperation in any way; a more "serious" RP of such conflict might preclude the characters grouping together.  Such RP does, however, break up the otherwise somewhat monotonous routine of a pick-up group's hunting activities.</p>

<p><img style="FLOAT: right; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="afroditeesquare.jpg" src="http://blogs.parc.com/playon/images/afroditeesquare.jpg" width="150" height="150" />The open conflict between races role-played in these examples from SWG and EQ2 is particularly interesting when compared to an instance of more "realistic" human race role-playing taken from a social event in City of Heroes/City of Villains (CoX) involving an African-American female character named Afro-ditee (name has been changed while attempting to preserve original connotations).  This character appeared in Pocket D, a designed social zone accessible to both City of Heroes and City of Villains characters, during a going-away party for the developer CuppaJoe.  She joined a service line that formed when another developer, Manticore, offered to grant custom titles to characters:

<p><BLOCKQUOTE><B>Excerpt (3) [Afro-ditee welfare CoX 09-01-06 CG-6 title line 001: 1-54, irrelevant talk omitted for clarity]</B><br />
 <br />
01 PTM:	Whats the line?<br />
02 (20.0)<br />
03 Ad: welfare<br />
04 (18.8)<br />
05 Ad: manticore is giving us food stamps and inf vouchers<br />
06 (5.9)<br />
07 DSM: LOL<br />
08 (9.1)<br />
09 DSM: Charity is so very heroic<br />
10 (12.6)<br />
11 AC: what is this line for?<br />
12 (5.0)<br />
13 K: I think I might change to a hero, he's inspired me so much. :D<br />
14 (1.7)<br />
15 DSM: A yellow title<br />
16 (9.8)<br />
17 Ad: it's good to know my little d'shawn will finally get a real costume<BR>18 this year<br />
19 (14.8)</BLOCKQUOTE></p>

<p>PTM asks about the purpose of the line (which is very long and noticeable) in broadcast chat at 1; there is some non-serious discussion of the line's length that has been omitted, but at 3 Ad provides a second non-serious answer: "welfare".  There is no response to thisr, and she elaborates at 5: "manticore is giving us food stamps and inf vouchers" ("inf" is short for "influence," the currency of CoH).  DSM responds with laughter at 7 and then goes on to build on this candidate answer at 9, saying that "charity is so very heroic."  Following this line of talk, at 13 K claims that he is so inspired he might become a hero himself (presumably K is a City of Villains character).  Neither of these replies directly identifies the speaker as a recipient of the "charity."</p>

<p>At 17-18, Ad continues her talk about the welfare line with an utterance about being able to adequately--in terms of the game world--clothe her "little d'shawn," further tying welfare receipt to cultural stereotypes of African Americans.  There is no further uptake on Ad's impromptu RP from the other characters present, but neither is any challenge issued concerning her joking talk about welfare or its connection to her portrayal of an African-American woman, either in an OOC frame or an RP one (one could imagine an anti-welfare reaction to such statements as well as a negative reaction to the character Ad portrays).  Certainly there is no RP of open racial conflict, either serious or playful, such as occurred in the SWG and EQ2 examples above; players unsure of the connection between player and character race may be less willing to engage in such interaction.</p>

<p>Stereotypical performances like this one are also more noticeable in an environment where non-white avatars are relatively rare; part of the reason for that rarity may be the lack of non-white options in character creation.  While players do exercise control over the skin color of their avatars, as noted above, almost all preset hairstyles and facial features seem geared towards the creation of white avatars.  CoX does provide a few Asian faces among its presets, perhaps reflecting the large overlap between players interested in comics and players interested in Asian culture, including manga and anime; as a result, there does seem to be a visible minority of Asian characters in the game, although they are heavily tilted towards ninjas and cat-eared schoolgirls.  Only one preset face, however, seems to have African American features, and the afro sported by Afro-ditee is the only identifiably African American style available except for perhaps the dreadlocks.  Noticeably absent are the braids favored by many African American women.</p>

<div class="postedby">Posted by Cabell</div>]]>
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