Stewart Butterfield's talk: The Game Context as a Testing Ground for Social Software O'Reilly Emerging Technology Conference 2003 Cory Doctorow doctorow@craphound.com -- * Raph Koster: The future of gaming isn't flashy graphics and blowing up elves, it's average people connecting with each other. * We built a social software oriented game and run an alpha that we eventually had to shut down -- it was so significant to peoples' lives that when we shut it down, people all over the world logged in at the same time to cry together * In the Game Neverending prototype, we made a social index -- you could count people as friends, acquaintances and enemies. We had a leaderboard whose unintended result was that all newbies were flooded with requests to be acquaintances/friends, in order to build their scores. * The social network maps that came out of this were so complex we couldn't load them; at a couple of removes, the relationships are too complex to capture anything interesting from them * We wanted to have a model for the groups and group actions in our game. We thought we could provide a polling tool -- the leader of the groups could poll the members and see what they wanted to do. A contrasting proposal was to allow people to put forth proposals that succeeded or failed based on whether people were inspired to action. * We thought about reputation systems -- Ultima Online had a problem with player-killers; newbies would get repeatedly killed by mature players who'd accumulate the XP and little bits of gold. So Ultima created a system where killing people changed the color of your name; the response was that player-killers teamed up to take turns killing each other (killing a player killer was good for your reputation). * Ultima tried Notoriety, where people could finger each other. Everyone painted himself as a victim. * Finally, they separated the system to allow servers where you could get killed and servers where you couldn't. * MUDS are really hard. CLIs suck. Without windowing, MUDDing was really, really hard, but windowing, which allowed for descriptions and chats to be separated out, made it easier. * ConFab scopes the system by limiting those who you could speak to -- to people who are in the same room as you. Changing rooms was too quick, though, and so we had to add a delay to create the transition. * ConFab lets you annotate your contacts * The design objective is to enable communications groups -- you can drag present people into your chats and they'll pop in. * You can limit the scope of conversations to your groups * The history of civilization is the history of creating names for ourselves -- i.e., John Miller