There is an excellent post on deviance in gaming (‘Deviance Revisited’) at The Gaming Bitch that I find very interesting. Online games are a very interesting thing to study from a sociological perspective: they provide a microcosm of society that presents itself in very unique ways. I love being able to take what I learned in some of the ‘other’ courses in college and apply them!
Sociologist Robert K. Merton’s theory of deviance describes anomie as “a discontinuity between cultural goals and the legitimate means for reaching them”. This provides a set of modes of adaptation on how to reach (or not reach) goals set up by society. Criminology uses this theory quite extensively.
The Bitch equates society in this theory with game developers (or really, a game design in general), where a set of goals is put forth for the players to achieve. The players then fall into one of the modes of adaptation from the diagram above to achieve (or not achieve) the goals.
Conformist: These are the players who play exactly as intended. Obviously these are the designers’ best friends, and this is probably the majority of players. These are players you typically will NOT see complaining on the boards, unless of course its about one of the other types messing up their current goal reaching adaptation mode (look at that use of terminology!).Obviously conformist players are great for a game as they’re doing exactly as intended, and not making things difficult, but in many ways nothing new is learned from these players.
Ritualist: These are players who play the game as intended, but don’t buy into the goals. The Bitch sees this as one who will stay below certain levels, or goes exploring in the game instead of leveling. In many games, and depending on your point of view, this could include a lot of the craft-only type people, or the primarily socializing people. By perfect definition, this is a hard one to pin down.
In my mind, the name ‘ritualist’ describes what I think this category may consist of within MMORPGs: the catass or pure grinder. They use accepted means to grind their way to the end game, instead of using grouping, quests, etc. They would rather bypass much of the content that the game designers wished players would go through just to get to the end game. Like I said, this isn’t a perfect fit for this type of player, but I think its probably the best fit.
The group that exhibits ritualism more obviously is the gold/account farmers. They use accepted means (for the most part) to grind out money, not for the purpose of playing the game, but for another purpose.
For the most part, ritualistic players players are a detriment to the game, but may indicate that something in the design is driving this sort of activity – whether it is by demand (in the realm of RMT) or because the content in the game is not interesting to the player (the catass).
Innovator: These are the ones that accept the goals, but don’t believe in the accepted means to get to those goals. Like The Bitch says, the title is misleading, because in the realm of MMORPGs, this is the exploiter, or the RMT buyer. These are the players who will do anything to get to the goals, regardless the means.
In some ways, innovators are as valuable as the name implies. Innovation means inventing new ways to get to the goals, and thats what these players do. There is probably a lot to be learned to either stop this activity or to adapt to bring it into the realm of the acceptable goals. Games with legitimized RMT (like the EQII Station Exchange) change some of these users to being in the Conformist group.
Retreatist: As The Bitch states, this is the griefer. They don’t care about the goals, and they don’t care about the gameplay. There is little positive that these players contribute to the game. A lot of these characters border on the Innovator or Ritualist to get to higher levels of Retreatist so they can just grief some more.
It’d make everyone’s lives easier if retreatists just… retreated – went away. Lots of time is spent in customer service, or within development dealing with these users, building ways to thwart their griefing. I’m not convinced that the existence of griefing is the result of any specific design problem or decision.
Rebel: Players who ignore the means and goals, and invent their own. Some of the examples The Bitch uses I think actually don’t represent this group. Mastering tradeskills, or completing every quest are sort of built in goals already, and typically they do this by accepted means.
Who I do think works in perfectly rebels are those that invent what are typically called ‘emergent behaviors’, or games within games. EQ raiding may be a good example of this. Other examples are doing footraces around areas hide and seek contests, or other, mostly social, games within games already there.
Many developers see rebel behaviors as good signs and are typically encouraged. It says the game is accepted and powerful enough to warrant good invention and ideas which do not negatively impact other gameplay systems. It definitely gives you a good feeling about the game and community as a whole when emergent behavior happens, because its typically a heck of a lot of fun.
Thanks to The Gaming Bitch for bringing up this topic, because it is definitely one of those things I think is really interesting. There is chance for a heck of a lot of sociology and psychology within virtual worlds. It can help describe behaviors we see already, and help to design new games and gameplay systems to bring more of the players into the conformist group – which is the goal of game developers and designers in general.