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November 03, 2005

Comments

Damion Schubert

My lesson is misquoted, I believe. Vegas doesn't treat everyone like a rock star. However, they go out of their way to make 'the important people' feel like rock stars, those important people being the ones that gamble a lot.

MMOs should be doing the same as well. This goes doubly for content-creation MMOs where there is a very clear idea of the important people: those who make content other people find compelling.

Jim Purbrick

Hi Damion,

Sorry for the mix up (I must actually sort out a powerpoint viewer on this machine and read your slides rather than relying on the second hand versions of your talk that I picked up in Austin).

I think Second Life does a pretty good job of making the best content creators important feel like rock stars, you can make money out of it for a start! It's a very delicate thing for Linden Lab to do without being accused of favouritism and feting, though. I've spoken to a number of residents who miss the Linden picks in Second Life which they felt were a big acknowledgement of their efforts, but had to be removed as their were accusations of favouritism and Linden just didn't have all the resources to check everything out. The media industry that has sprouted up around Second Life still does a pretty good job of heaping praise on the best creators though.

Ren has talked about how other MMOs should treat guild leaders as special on Terra Nova due to the amount they enhance the game for others.

I still wonder whether Second Life needs to acknowledge residents efforts more though. Would recognising the absolute skill level of creators in Second Life as well as their relative skill be a good thing though? Even though I know there are lots of people better than me in WoW, I still felt good getting to level 24.

Jim Purbrick

Damion, I've corrected the mis-"quote", sorry about that.

Torley Torgeson/Torley Wong

Babbage, you have exactly hit the nail on a head with a cosmic hammer of the gods (Thor's even, only more steampunk) and this is exactly, precisely, undeniably why I spend so much time on Second Life: no, not to learn "job skills" as such, but to learn PEOPLE SKILLS. My hope is one day (provided my ears get better too) I will be able to have as much comfort being face-to-face with people offline as I do inworld, for longer durations of time, without feeling so drained, and just being... me.

On a related note, this reminds me of when I was asking some friends from The Matrix Online to come to SL... they asked "Why?" and I said, "Whelp, when you code in MxO, it's just make-believe, but when you code in SL, you're really scripting!" Hehehe.

I've learned a lot about humans so far in Second Life's safe-but-thrilling environment, and this is part of the reason for my rampant fanaticism. I think personally, the poles are flipped to me: SL is to me what "RL" is to most, and that's where I find my comfort.

Damion Schubert

No worries on the quoting issue.

As for your posts of favoritism, what I would argue is that we should fly more in the face of that. If someone is creating value for our game, we reward them, and if people cry favoritism, we point them the clear path to getting the same reward (which is creating value for the game).

The Neverwinter Nights guys told me privately that the hardest thing about the NWN experience was ensuring that the good content bubbles up to where you can find it. If player's first experience in SL or NWN is a half-finished penis sculpture, there's a not insignificant chance that they say 'the hell with this' and leave.

When I was working on my own player created content game at Ninjaneering, we put a lot of thought into how to do this. Our game was a Hollywood themed game, so having player 'reviewers' was a natural fit, and social favoritism became a social space enhancer instead of a detraction. We also were looking at having 'Player picks' and 'Critic's picks', a trick many weekly newspapers do in order to create multiple winners in each category. =)

I'm sure you guys have put a lot of thought into all of this. Still, in social spaces, I tend to agree heavily with Dr. Cat, who says that attention is the currency in these online spaces. Leveraging that can be more addictive than money.

My 2c.

Jim Purbrick

Damion, I completely agree that the top content creators should be found and rewarded.

The problem with the Linden picks was that it wasn't a clear path, some people would be rewarded, other people would create great stuff that would be missed simply because a Linden hadn't seen it. Like everything else in SL, finding the best content had to become a decentralised process run by residents.

My question really was whether rewards for absolute rather than relative progress should be included *as well*. Should you get a "ding" for linking 2 prims the same way as you might get a "ding" for killing 10 rats in other games?

Alan_Kiesler

Your trackback link is not working. Anyway:

http://sungak.net/weblog/archives/20

--Alan

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