Raph Koster recently raised this issue on his blog, and I decided to blog on it as well: Downtime is Necessary for Socialization:
I am defining “Downtime” as:
Social interaction makes games "sticky", and also reduces the grindy feel of a game. But modern MMOs are so focused on constantly driving people from one bit of content to the next, there is little or no downtime for socialization. Even the idle animations of avatars tends to look bored or nag the player to "get moving and do something."
Is it a bad thing to constantly push players to go-go-go? (I think it is).
Is this kind of "downtime" (see above definition) important for the social aspect of games? (I think it is.)
I am defining “Downtime” as:
My basic premise:any time the player is not being urged by the game to be hammering away buttons to fight, move around, or do anything else that requires the bulk of their concentration. Any game system that sets them free a bit, so they can do something social at the same time is “downtime” in this context.
game developers must engage in some degree of social engineering when they make a game, and for a virtual world game they MUST take steps to force people to slow down, hang out, and socialize with others.
Social interaction makes games "sticky", and also reduces the grindy feel of a game. But modern MMOs are so focused on constantly driving people from one bit of content to the next, there is little or no downtime for socialization. Even the idle animations of avatars tends to look bored or nag the player to "get moving and do something."
Is it a bad thing to constantly push players to go-go-go? (I think it is).
Is this kind of "downtime" (see above definition) important for the social aspect of games? (I think it is.)